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using System.Collections.Generic;
using UnityEngine.Rendering;
using System;
using System.Linq;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.Experimental.Rendering.HDPipeline.TilePass;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
[Serializable]
public class RenderingSettings
{
public bool useForwardRenderingOnly = false; // TODO: Currently there is no way to strip the extra forward shaders generated by the shaders compiler, so we can switch dynamically.
public bool useDepthPrepassWithDeferredRendering = false;
public bool renderAlphaTestOnlyInDeferredPrepass = false;
// We have to fall back to forward-only rendering when scene view is using wireframe rendering mode --
// as rendering everything in wireframe + deferred do not play well together
public bool ShouldUseForwardRenderingOnly()
{
return useForwardRenderingOnly || GL.wireframe;
}
}
public class GBufferManager
{
public const int MaxGbuffer = 8;
public void SetBufferDescription(int index, string stringId, RenderTextureFormat inFormat, RenderTextureReadWrite inSRGBWrite)
{
IDs[index] = Shader.PropertyToID(stringId);
RTIDs[index] = new RenderTargetIdentifier(IDs[index]);
formats[index] = inFormat;
sRGBWrites[index] = inSRGBWrite;
}
public void InitGBuffers(int width, int height, CommandBuffer cmd)
{
for (int index = 0; index < gbufferCount; index++)
{
cmd.GetTemporaryRT(IDs[index], width, height, 0, FilterMode.Point, formats[index], sRGBWrites[index]);
}
}
private RenderTargetIdentifier[] m_ColorMRTs;
public RenderTargetIdentifier[] GetGBuffers()
{
if (m_ColorMRTs == null || m_ColorMRTs.Length != gbufferCount)
m_ColorMRTs = new RenderTargetIdentifier[gbufferCount];
for (int index = 0; index < gbufferCount; index++)
{
m_ColorMRTs[index] = RTIDs[index];
}
return m_ColorMRTs;
}
public int gbufferCount { get; set; }
int[] IDs = new int[MaxGbuffer];
RenderTargetIdentifier[] RTIDs = new RenderTargetIdentifier[MaxGbuffer];
RenderTextureFormat[] formats = new RenderTextureFormat[MaxGbuffer];
RenderTextureReadWrite[] sRGBWrites = new RenderTextureReadWrite[MaxGbuffer];
}
public partial class HDRenderPipeline : RenderPipeline
{
readonly HDRenderPipelineAsset m_Asset;
readonly RenderPipelineMaterial m_DeferredMaterial;
readonly List<RenderPipelineMaterial> m_MaterialList = new List<RenderPipelineMaterial>();
readonly GBufferManager m_gbufferManager = new GBufferManager();
Material m_CopyStencilForSplitLighting;
Material m_CopyStencilForRegularLighting;
// Various set of material use in render loop
ComputeShader m_SubsurfaceScatteringCS { get { return m_Asset.renderPipelineResources.subsurfaceScatteringCS; } }
int m_SubsurfaceScatteringKernel;
Material m_CombineLightingPass;
// Old SSS Model >>>
Material m_SssVerticalFilterPass;
Material m_SssHorizontalFilterAndCombinePass;
// <<< Old SSS Model
ComputeShader m_GaussianPyramidCS { get { return m_Asset.renderPipelineResources.gaussianPyramidCS; } }
int m_GaussianPyramidKernel;
ComputeShader m_DepthPyramidCS { get { return m_Asset.renderPipelineResources.depthPyramidCS; } }
int m_DepthPyramidKernel;
Material m_CameraMotionVectorsMaterial;
// Debug material
Material m_DebugViewMaterialGBuffer;
Material m_DebugDisplayLatlong;
Material m_DebugFullScreen;
#if UNITY_EDITOR
Material m_ErrorMaterial;
#endif
// Various buffer
readonly int m_CameraColorBuffer;
readonly int m_CameraSssDiffuseLightingBuffer;
// Old SSS Model >>>
readonly int m_CameraFilteringBuffer;
// <<< Old SSS Model
readonly int m_VelocityBuffer;
readonly int m_DistortionBuffer;
readonly int m_GaussianPyramidColorBuffer;
readonly int m_DepthPyramidBuffer;
readonly int m_DeferredShadowBuffer;
// 'm_CameraColorBuffer' does not contain diffuse lighting of SSS materials until the SSS pass. It is stored within 'm_CameraSssDiffuseLightingBuffer'.
readonly RenderTargetIdentifier m_CameraColorBufferRT;
readonly RenderTargetIdentifier m_CameraSssDiffuseLightingBufferRT;
// Old SSS Model >>>
readonly RenderTargetIdentifier m_CameraFilteringBufferRT;
// <<< Old SSS Model
readonly RenderTargetIdentifier m_VelocityBufferRT;
readonly RenderTargetIdentifier m_DistortionBufferRT;
readonly RenderTargetIdentifier m_GaussianPyramidColorBufferRT;
readonly RenderTargetIdentifier m_DepthPyramidBufferRT;
RenderTextureDescriptor m_GaussianPyramidColorBufferDesc;
RenderTextureDescriptor m_DepthPyramidBufferDesc;
readonly RenderTargetIdentifier m_DeferredShadowBufferRT;
private RenderTexture m_CameraDepthStencilBuffer = null;
private RenderTexture m_CameraDepthBufferCopy = null;
private RenderTexture m_CameraStencilBufferCopy = null;
private RenderTexture m_HTile = null; // If the hardware does not expose it, we compute our own, optimized to only contain the SSS bit
private RenderTargetIdentifier m_CameraDepthStencilBufferRT;
private RenderTargetIdentifier m_CameraDepthBufferCopyRT;
private RenderTargetIdentifier m_CameraStencilBufferCopyRT;
private RenderTargetIdentifier m_HTileRT;
// Post-processing context and screen-space effects (recycled on every frame to avoid GC alloc)
readonly PostProcessRenderContext m_PostProcessContext;
readonly ScreenSpaceAmbientOcclusionEffect m_SsaoEffect;
// Stencil usage in HDRenderPipeline.
// Currently we use only 2 bits to identify the kind of lighting that is expected from the render pipeline
// Usage is define in LightDefinitions.cs
[Flags]
public enum StencilBitMask
{
Clear = 0, // 0x0
Lighting = 3, // 0x3 - 2 bit
All = 255 // 0xFF - 8 bit
}
RenderStateBlock m_DepthStateOpaque;
RenderStateBlock m_DepthStateOpaqueWithPrepass;
// Detect when windows size is changing
int m_CurrentWidth;
int m_CurrentHeight;
// Use to detect frame changes
int m_FrameCount;
public int GetCurrentShadowCount() { return m_LightLoop.GetCurrentShadowCount(); }
public int GetShadowAtlasCount() { return m_LightLoop.GetShadowAtlasCount(); }
readonly SkyManager m_SkyManager = new SkyManager();
readonly LightLoop m_LightLoop = new LightLoop();
readonly ShadowSettings m_ShadowSettings = new ShadowSettings();
// Debugging
MaterialPropertyBlock m_SharedPropertyBlock = new MaterialPropertyBlock();
DebugDisplaySettings m_DebugDisplaySettings = new DebugDisplaySettings();
static DebugDisplaySettings s_NeutralDebugDisplaySettings = new DebugDisplaySettings();
DebugDisplaySettings m_CurrentDebugDisplaySettings = null;
private int m_DebugFullScreenTempRT;
private bool m_FullScreenDebugPushed = false;
public SubsurfaceScatteringSettings sssSettings
{
get { return m_Asset.sssSettings; }
}
private CommonSettings.Settings m_CommonSettings = CommonSettings.Settings.s_Defaultsettings;
private SkySettings m_SkySettings = null;
private ScreenSpaceAmbientOcclusionSettings.Settings m_SsaoSettings = ScreenSpaceAmbientOcclusionSettings.Settings.s_Defaultsettings;
public CommonSettings.Settings commonSettingsToUse
{
get
{
if (CommonSettingsSingleton.overrideSettings)
return CommonSettingsSingleton.overrideSettings.settings;
return m_CommonSettings;
}
}
public SkySettings skySettingsToUse
{
get
{
if (SkySettingsSingleton.overrideSettings)
return SkySettingsSingleton.overrideSettings;
return m_SkySettings;
}
}
public ScreenSpaceAmbientOcclusionSettings.Settings ssaoSettingsToUse
{
get
{
if (ScreenSpaceAmbientOcclusionSettingsSingleton.overrideSettings)
return ScreenSpaceAmbientOcclusionSettingsSingleton.overrideSettings.settings;
return m_SsaoSettings;
}
}
public HDRenderPipeline(HDRenderPipelineAsset asset)
{
m_Asset = asset;
// Scan material list and assign it
m_MaterialList = CoreUtils.GetRenderPipelineMaterialList();
// Find first material that have non 0 Gbuffer count and assign it as deferredMaterial
m_DeferredMaterial = null;
foreach (RenderPipelineMaterial material in m_MaterialList)
{
if (material.GetMaterialGBufferCount() > 0)
{
m_DeferredMaterial = material;
}
}
// TODO: Handle the case of no Gbuffer material
// TODO: I comment the assert here because m_DeferredMaterial for whatever reasons contain the correct class but with a "null" in the name instead of the real name and then trigger the assert
// whereas it work. Don't know what is happening, DebugDisplay use the same code and name is correct there.
// Debug.Assert(m_DeferredMaterial != null);
m_CameraColorBuffer = HDShaderIDs._CameraColorTexture;
m_CameraColorBufferRT = new RenderTargetIdentifier(m_CameraColorBuffer);
m_CameraSssDiffuseLightingBuffer = HDShaderIDs._CameraSssDiffuseLightingBuffer;
m_CameraSssDiffuseLightingBufferRT = new RenderTargetIdentifier(m_CameraSssDiffuseLightingBuffer);
m_CameraFilteringBuffer = HDShaderIDs._CameraFilteringBuffer;
m_CameraFilteringBufferRT = new RenderTargetIdentifier(m_CameraFilteringBuffer);
CreateSssMaterials(sssSettings.useDisneySSS);
m_CopyStencilForSplitLighting = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/CopyStencilBuffer");
m_CopyStencilForSplitLighting.EnableKeyword("EXPORT_HTILE");
m_CopyStencilForSplitLighting.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.SplitLighting);
m_CopyStencilForRegularLighting = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/CopyStencilBuffer");
m_CopyStencilForRegularLighting.DisableKeyword("EXPORT_HTILE");
m_CopyStencilForRegularLighting.SetInt(HDShaderIDs._StencilRef, (int)StencilLightingUsage.RegularLighting);
m_CameraMotionVectorsMaterial = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/CameraMotionVectors");
InitializeDebugMaterials();
// Init Gbuffer description
m_gbufferManager.gbufferCount = m_DeferredMaterial.GetMaterialGBufferCount();
RenderTextureFormat[] RTFormat;
RenderTextureReadWrite[] RTReadWrite;
m_DeferredMaterial.GetMaterialGBufferDescription(out RTFormat, out RTReadWrite);
for (int gbufferIndex = 0; gbufferIndex < m_gbufferManager.gbufferCount; ++gbufferIndex)
{
m_gbufferManager.SetBufferDescription(gbufferIndex, "_GBufferTexture" + gbufferIndex, RTFormat[gbufferIndex], RTReadWrite[gbufferIndex]);
}
m_VelocityBuffer = HDShaderIDs._VelocityTexture;
if (ShaderConfig.s_VelocityInGbuffer == 1)
{
// If velocity is in GBuffer then it is in the last RT. Assign a different name to it.
m_gbufferManager.SetBufferDescription(m_gbufferManager.gbufferCount, "_VelocityTexture", Builtin.GetVelocityBufferFormat(), Builtin.GetVelocityBufferReadWrite());
m_gbufferManager.gbufferCount++;
}
m_VelocityBufferRT = new RenderTargetIdentifier(m_VelocityBuffer);
m_DistortionBuffer = HDShaderIDs._DistortionTexture;
m_DistortionBufferRT = new RenderTargetIdentifier(m_DistortionBuffer);
m_GaussianPyramidKernel = m_GaussianPyramidCS.FindKernel("KMain");
m_GaussianPyramidColorBuffer = HDShaderIDs._GaussianPyramidColorTexture;
m_GaussianPyramidColorBufferRT = new RenderTargetIdentifier(m_GaussianPyramidColorBuffer);
m_GaussianPyramidColorBufferDesc = new RenderTextureDescriptor(2, 2, RenderTextureFormat.ARGBHalf, 0)
{
useMipMap = true,
autoGenerateMips = false
};
m_DepthPyramidKernel = m_DepthPyramidCS.FindKernel("KMain");
m_DepthPyramidBuffer = HDShaderIDs._DepthPyramidTexture;
m_DepthPyramidBufferRT = new RenderTargetIdentifier(m_DepthPyramidBuffer);
m_DepthPyramidBufferDesc = new RenderTextureDescriptor(2, 2, RenderTextureFormat.RFloat, 0)
{
useMipMap = true,
autoGenerateMips = false
};
m_DistortionBuffer = HDShaderIDs._DistortionTexture;
m_DistortionBufferRT = new RenderTargetIdentifier(m_DistortionBuffer);
m_DeferredShadowBuffer = HDShaderIDs._DeferredShadowTexture;
m_DeferredShadowBufferRT = new RenderTargetIdentifier(m_DeferredShadowBuffer);
m_MaterialList.ForEach(material => material.Build(asset.renderPipelineResources));
m_LightLoop.Build(asset.renderPipelineResources, asset.tileSettings, asset.textureSettings, asset.shadowInitParams, m_ShadowSettings);
m_SkyManager.Build(asset.renderPipelineResources);
m_SkyManager.skySettings = skySettingsToUse;
m_PostProcessContext = new PostProcessRenderContext();
m_SsaoEffect = new ScreenSpaceAmbientOcclusionEffect();
m_SsaoEffect.Build(asset.renderPipelineResources);
m_DebugDisplaySettings.RegisterDebug();
m_DebugFullScreenTempRT = HDShaderIDs._DebugFullScreenTexture;
InitializeRenderStateBlocks();
RegisterDebug();
}
void RegisterDebug()
{
// These need to be Runtime Only because those values are hold by the HDRenderPipeline asset so if user change them through the editor debug menu they might change the value in the asset without noticing it.
DebugMenuManager.instance.AddDebugItem<bool>("HDRP", "Forward Only", () => (bool)m_Asset.renderingSettings.useForwardRenderingOnly, (value) => m_Asset.renderingSettings.useForwardRenderingOnly = (bool)value, DebugItemFlag.RuntimeOnly);
DebugMenuManager.instance.AddDebugItem<bool>("HDRP", "Deferred Depth Prepass", () => (bool)m_Asset.renderingSettings.useDepthPrepassWithDeferredRendering, (value) => m_Asset.renderingSettings.useDepthPrepassWithDeferredRendering = (bool)value, DebugItemFlag.RuntimeOnly);
DebugMenuManager.instance.AddDebugItem<bool>("HDRP", "Deferred Depth Prepass ATest Only", () => (bool)m_Asset.renderingSettings.renderAlphaTestOnlyInDeferredPrepass, (value) => m_Asset.renderingSettings.renderAlphaTestOnlyInDeferredPrepass = (bool)value, DebugItemFlag.RuntimeOnly);
DebugMenuManager.instance.AddDebugItem<bool>("HDRP", "Enable Tile/Cluster", () => (bool)m_Asset.tileSettings.enableTileAndCluster, (value) => m_Asset.tileSettings.enableTileAndCluster = (bool)value, DebugItemFlag.RuntimeOnly);
DebugMenuManager.instance.AddDebugItem<bool>("HDRP", "Enable Big Tile", () => (bool)m_Asset.tileSettings.enableBigTilePrepass, (value) => m_Asset.tileSettings.enableBigTilePrepass = (bool)value, DebugItemFlag.RuntimeOnly);
DebugMenuManager.instance.AddDebugItem<bool>("HDRP", "Enable Cluster", () => (bool)m_Asset.tileSettings.enableClustered, (value) => m_Asset.tileSettings.enableClustered = (bool)value, DebugItemFlag.RuntimeOnly);
DebugMenuManager.instance.AddDebugItem<bool>("HDRP", "Enable Compute Lighting", () => (bool)m_Asset.tileSettings.enableComputeLightEvaluation, (value) => m_Asset.tileSettings.enableComputeLightEvaluation = (bool)value, DebugItemFlag.RuntimeOnly);
DebugMenuManager.instance.AddDebugItem<bool>("HDRP", "Enable Light Classification", () => (bool)m_Asset.tileSettings.enableComputeLightVariants, (value) => m_Asset.tileSettings.enableComputeLightVariants = (bool)value, DebugItemFlag.RuntimeOnly);
DebugMenuManager.instance.AddDebugItem<bool>("HDRP", "Enable Material Classification", () => (bool)m_Asset.tileSettings.enableComputeMaterialVariants, (value) => m_Asset.tileSettings.enableComputeMaterialVariants = (bool)value, DebugItemFlag.RuntimeOnly);
}
void InitializeDebugMaterials()
{
m_DebugViewMaterialGBuffer = CoreUtils.CreateEngineMaterial(m_Asset.renderPipelineResources.debugViewMaterialGBufferShader);
m_DebugDisplayLatlong = CoreUtils.CreateEngineMaterial(m_Asset.renderPipelineResources.debugDisplayLatlongShader);
m_DebugFullScreen = CoreUtils.CreateEngineMaterial(m_Asset.renderPipelineResources.debugFullScreenShader);
#if UNITY_EDITOR
m_ErrorMaterial = CoreUtils.CreateEngineMaterial("Hidden/InternalErrorShader");
#endif
}
public void CreateSssMaterials(bool useDisneySSS)
{
m_SubsurfaceScatteringKernel = m_SubsurfaceScatteringCS.FindKernel("SubsurfaceScattering");
CoreUtils.Destroy(m_CombineLightingPass);
m_CombineLightingPass = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/CombineLighting");
// Old SSS Model >>>
CoreUtils.Destroy(m_SssVerticalFilterPass);
m_SssVerticalFilterPass = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/SubsurfaceScattering");
m_SssVerticalFilterPass.DisableKeyword("SSS_FILTER_HORIZONTAL_AND_COMBINE");
m_SssVerticalFilterPass.SetFloat(HDShaderIDs._DstBlend, (float)BlendMode.Zero);
CoreUtils.Destroy(m_SssHorizontalFilterAndCombinePass);
m_SssHorizontalFilterAndCombinePass = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/SubsurfaceScattering");
m_SssHorizontalFilterAndCombinePass.EnableKeyword("SSS_FILTER_HORIZONTAL_AND_COMBINE");
m_SssHorizontalFilterAndCombinePass.SetFloat(HDShaderIDs._DstBlend, (float)BlendMode.One);
// <<< Old SSS Model
}
void InitializeRenderStateBlocks()
{
m_DepthStateOpaque.depthState = new DepthState(true, CompareFunction.LessEqual);
m_DepthStateOpaque.mask = RenderStateMask.Depth;
// When doing a prepass, we don't need to write the depth anymore.
// Moreover, we need to use DepthEqual because for alpha tested materials we don't do the clip in the shader anymore (otherwise HiZ does not work on PS4)
m_DepthStateOpaqueWithPrepass.depthState = new DepthState(false, CompareFunction.Equal);
m_DepthStateOpaqueWithPrepass.mask = RenderStateMask.Depth;
}
public void OnSceneLoad()
{
// Recreate the textures which went NULL
m_MaterialList.ForEach(material => material.Build(m_Asset.renderPipelineResources));
}
public override void Dispose()
{
base.Dispose();
m_LightLoop.Cleanup();
m_MaterialList.ForEach(material => material.Cleanup());
CoreUtils.Destroy(m_DebugViewMaterialGBuffer);
CoreUtils.Destroy(m_DebugDisplayLatlong);
CoreUtils.Destroy(m_DebugFullScreen);
#if UNITY_EDITOR
CoreUtils.Destroy(m_ErrorMaterial);
#endif
m_SkyManager.Cleanup();
m_SsaoEffect.Cleanup();
#if UNITY_EDITOR
SupportedRenderingFeatures.active = SupportedRenderingFeatures.Default;
#endif
}
#if UNITY_EDITOR
private static readonly SupportedRenderingFeatures s_NeededFeatures = new SupportedRenderingFeatures()
{
reflectionProbe = SupportedRenderingFeatures.ReflectionProbe.Rotation
};
#endif
void CreateDepthStencilBuffer(Camera camera)
{
if (m_CameraDepthStencilBuffer != null)
{
m_CameraDepthStencilBuffer.Release();
}
m_CameraDepthStencilBuffer = new RenderTexture(camera.pixelWidth, camera.pixelHeight, 24, RenderTextureFormat.Depth);
m_CameraDepthStencilBuffer.filterMode = FilterMode.Point;
m_CameraDepthStencilBuffer.Create();
m_CameraDepthStencilBufferRT = new RenderTargetIdentifier(m_CameraDepthStencilBuffer);
if (NeedDepthBufferCopy())
{
if (m_CameraDepthBufferCopy != null)
{
m_CameraDepthBufferCopy.Release();
}
m_CameraDepthBufferCopy = new RenderTexture(camera.pixelWidth, camera.pixelHeight, 24, RenderTextureFormat.Depth);
m_CameraDepthBufferCopy.filterMode = FilterMode.Point;
m_CameraDepthBufferCopy.Create();
m_CameraDepthBufferCopyRT = new RenderTargetIdentifier(m_CameraDepthBufferCopy);
}
if (NeedStencilBufferCopy())
{
if (m_CameraStencilBufferCopy != null)
{
m_CameraStencilBufferCopy.Release();
}
m_CameraStencilBufferCopy = new RenderTexture(camera.pixelWidth, camera.pixelHeight, 0, RenderTextureFormat.R8, RenderTextureReadWrite.Linear); // DXGI_FORMAT_R8_UINT is not supported by Unity
m_CameraStencilBufferCopy.filterMode = FilterMode.Point;
m_CameraStencilBufferCopy.Create();
m_CameraStencilBufferCopyRT = new RenderTargetIdentifier(m_CameraStencilBufferCopy);
}
if (NeedHTileCopy())
{
if (m_HTile!= null)
{
m_HTile.Release();
}
// We use 8x8 tiles in order to match the native GCN HTile as closely as possible.
m_HTile = new RenderTexture((camera.pixelWidth + 7) / 8, (camera.pixelHeight + 7) / 8, 0, RenderTextureFormat.R8, RenderTextureReadWrite.Linear); // DXGI_FORMAT_R8_UINT is not supported by Unity
m_HTile.filterMode = FilterMode.Point;
m_HTile.enableRandomWrite = true;
m_HTile.Create();
m_HTileRT = new RenderTargetIdentifier(m_HTile);
}
}
void Resize(Camera camera)
{
// TODO: Detect if renderdoc just load and force a resize in this case, as often renderdoc require to realloc resource.
// TODO: This is the wrong way to handle resize/allocation. We can have several different camera here, mean that the loop on camera will allocate and deallocate
// the below buffer which is bad. Best is to have a set of buffer for each camera that is persistent and reallocate resource if need
// For now consider we have only one camera that go to this code, the main one.
m_SkyManager.skySettings = skySettingsToUse;
m_SkyManager.Resize(camera.nearClipPlane, camera.farClipPlane); // TODO: Also a bad naming, here we just want to realloc texture if skyparameters change (useful for lookdev)
bool resolutionChanged = camera.pixelWidth != m_CurrentWidth || camera.pixelHeight != m_CurrentHeight;
if (resolutionChanged || m_CameraDepthStencilBuffer == null)
{
CreateDepthStencilBuffer(camera);
}
if (resolutionChanged || m_LightLoop.NeedResize())
{
if (m_CurrentWidth > 0 && m_CurrentHeight > 0)
{
m_LightLoop.ReleaseResolutionDependentBuffers();
}
m_LightLoop.AllocResolutionDependentBuffers(camera.pixelWidth, camera.pixelHeight);
}
if (resolutionChanged && m_VolumetricLightingEnabled)
{
CreateVolumetricLightingBuffers(camera.pixelWidth, camera.pixelHeight);
}
// update recorded window resolution
m_CurrentWidth = camera.pixelWidth;
m_CurrentHeight = camera.pixelHeight;
}
public void PushGlobalParams(HDCamera hdCamera, CommandBuffer cmd, SubsurfaceScatteringSettings sssParameters)
{
using (new ProfilingSample(cmd, "Push Global Parameters"))
{
hdCamera.SetupGlobalParams(cmd);
// TODO: cmd.SetGlobalInt() does not exist, so we are forced to use Shader.SetGlobalInt() instead.
if (m_SkyManager.IsSkyValid())
{
m_SkyManager.SetGlobalSkyTexture();
Shader.SetGlobalInt(HDShaderIDs._EnvLightSkyEnabled, 1);
}
else
{
Shader.SetGlobalInt(HDShaderIDs._EnvLightSkyEnabled, 0);
}
// Broadcast SSS parameters to all shaders.
Shader.SetGlobalInt( HDShaderIDs._EnableSSSAndTransmission, m_CurrentDebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission ? 1 : 0);
Shader.SetGlobalInt( HDShaderIDs._TexturingModeFlags, (int)sssParameters.texturingModeFlags);
Shader.SetGlobalInt( HDShaderIDs._TransmissionFlags, (int)sssParameters.transmissionFlags);
Shader.SetGlobalInt( HDShaderIDs._UseDisneySSS, sssParameters.useDisneySSS ? 1 : 0);
cmd.SetGlobalVectorArray(HDShaderIDs._ThicknessRemaps, sssParameters.thicknessRemaps);
cmd.SetGlobalVectorArray(HDShaderIDs._ShapeParams, sssParameters.shapeParams);
cmd.SetGlobalVectorArray(HDShaderIDs._HalfRcpVariancesAndWeights, sssParameters.halfRcpVariancesAndWeights);
cmd.SetGlobalVectorArray(HDShaderIDs._TransmissionTints, sssParameters.transmissionTints);
SetGlobalVolumeProperties(m_VolumetricLightingEnabled, cmd);
}
}
bool NeedDepthBufferCopy()
{
// For now we consider only PS4 to be able to read from a bound depth buffer. Need to test/implement for other platforms.
return SystemInfo.graphicsDeviceType != GraphicsDeviceType.PlayStation4;
}
bool NeedStencilBufferCopy()
{
// Currently, Unity does not offer a way to bind the stencil buffer as a texture in a compute shader.
// Therefore, it's manually copied using a pixel shader.
return m_CurrentDebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission || LightLoop.GetFeatureVariantsEnabled(m_Asset.tileSettings);
}
bool NeedHTileCopy()
{
// Currently, Unity does not offer a way to access the GCN HTile even on PS4 and Xbox One.
// Therefore, it's computed in a pixel shader, and optimized to only contain the SSS bit.
return m_CurrentDebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission;
}
RenderTargetIdentifier GetDepthTexture()
{
return NeedDepthBufferCopy() ? m_CameraDepthBufferCopy : m_CameraDepthStencilBuffer;
}
RenderTargetIdentifier GetStencilTexture()
{
return NeedStencilBufferCopy() ? m_CameraStencilBufferCopyRT : m_CameraDepthStencilBufferRT;
}
RenderTargetIdentifier GetHTile()
{
// Currently, Unity does not offer a way to access the GCN HTile.
return m_HTileRT;
}
private void CopyDepthBufferIfNeeded(CommandBuffer cmd)
{
using (new ProfilingSample(cmd, NeedDepthBufferCopy() ? "Copy DepthBuffer" : "Set DepthBuffer"))
{
if (NeedDepthBufferCopy())
{
using (new ProfilingSample(cmd, "Copy depth-stencil buffer"))
{
cmd.CopyTexture(m_CameraDepthStencilBufferRT, m_CameraDepthBufferCopyRT);
}
}
cmd.SetGlobalTexture(HDShaderIDs._MainDepthTexture, GetDepthTexture());
}
}
private void PrepareAndBindStencilTexture(CommandBuffer cmd)
{
if (NeedStencilBufferCopy())
{
using (new ProfilingSample(cmd, "Copy StencilBuffer"))
{
cmd.SetRandomWriteTarget(1, GetHTile());
// Our method of exporting the stencil requires one pass per unique stencil value.
CoreUtils.DrawFullScreen(cmd, m_CopyStencilForSplitLighting, m_CameraStencilBufferCopyRT, m_CameraDepthStencilBufferRT);
CoreUtils.DrawFullScreen(cmd, m_CopyStencilForRegularLighting, m_CameraStencilBufferCopyRT, m_CameraDepthStencilBufferRT);
cmd.ClearRandomWriteTargets();
}
}
cmd.SetGlobalTexture(HDShaderIDs._HTile, GetHTile());
cmd.SetGlobalTexture(HDShaderIDs._StencilTexture, GetStencilTexture());
}
public void UpdateCommonSettings()
{
var commonSettings = commonSettingsToUse;
m_ShadowSettings.maxShadowDistance = commonSettings.shadowMaxDistance;
m_ShadowSettings.directionalLightNearPlaneOffset = commonSettings.shadowNearPlaneOffset;
}
CullResults m_CullResults;
public override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
{
base.Render(renderContext, cameras);
#if UNITY_EDITOR
SupportedRenderingFeatures.active = s_NeededFeatures;
#endif
// HD use specific GraphicsSettings. This is init here.
// TODO: This should not be set at each Frame but is there another place for these config setup ?
GraphicsSettings.lightsUseLinearIntensity = true;
GraphicsSettings.lightsUseColorTemperature = true;
if (m_FrameCount != Time.frameCount)
{
HDCamera.CleanUnused();
m_FrameCount = Time.frameCount;
}
// This is the main command buffer used for the frame.
CommandBuffer cmd = CommandBufferPool.Get("");
m_MaterialList.ForEach(material => material.RenderInit(cmd));
// Do anything we need to do upon a new frame.
m_LightLoop.NewFrame();
// we only want to render one camera for now
// select the most main camera!
Camera camera = null;
foreach (var cam in cameras)
{
if (cam == Camera.main)
{
camera = cam;
break;
}
}
if (camera == null && cameras.Length > 0)
camera = cameras[0];
if (camera == null)
{
renderContext.Submit();
return;
}
// If we render a reflection view or a preview we should not display any debug information
// This need to be call before ApplyDebugDisplaySettings()
if (camera.cameraType == CameraType.Reflection || camera.cameraType == CameraType.Preview)
{
// Neutral allow to disable all debug settings
m_CurrentDebugDisplaySettings = s_NeutralDebugDisplaySettings;
}
else
{
m_CurrentDebugDisplaySettings = m_DebugDisplaySettings;
}
ApplyDebugDisplaySettings();
UpdateCommonSettings();
ScriptableCullingParameters cullingParams;
if (!CullResults.GetCullingParameters(camera, out cullingParams))
{
renderContext.Submit();
return;
}
m_LightLoop.UpdateCullingParameters( ref cullingParams );
#if UNITY_EDITOR
// emit scene view UI
if (camera.cameraType == CameraType.SceneView)
{
ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
}
#endif
CullResults.Cull(ref cullingParams, renderContext,ref m_CullResults);
Resize(camera);
renderContext.SetupCameraProperties(camera);
var postProcessLayer = camera.GetComponent<PostProcessLayer>();
HDCamera hdCamera = HDCamera.Get(camera, postProcessLayer);
PushGlobalParams(hdCamera, cmd, m_Asset.sssSettings);
// TODO: Find a correct place to bind these material textures
// We have to bind the material specific global parameters in this mode
m_MaterialList.ForEach(material => material.Bind());
var additionalCameraData = camera.GetComponent<HDAdditionalCameraData>();
if (additionalCameraData && additionalCameraData.renderingPath == RenderingPathHDRP.Unlit)
{
// TODO: Add another path dedicated to planar reflection / real time cubemap that implement simpler lighting
// It is up to the users to only send unlit object for this camera path
using (new ProfilingSample(cmd, "Forward"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.Color | ClearFlag.Depth);
ShaderPassName[] arrayShaderPassName = { HDShaderPassNames.m_ForwardName };
RenderOpaqueRenderList(m_CullResults, camera, renderContext, cmd, arrayShaderPassName);
RenderTransparentRenderList(m_CullResults, camera, renderContext, cmd, arrayShaderPassName);
}
renderContext.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
renderContext.Submit();
return;
}
InitAndClearBuffer(hdCamera, cmd);
RenderDepthPrepass(m_CullResults, camera, renderContext, cmd);
RenderGBuffer(m_CullResults, camera, renderContext, cmd);
// In both forward and deferred, everything opaque should have been rendered at this point so we can safely copy the depth buffer for later processing.
CopyDepthBufferIfNeeded(cmd);
RenderPyramidDepth(camera, cmd);
// Required for the SSS and the shader feature classification pass.
PrepareAndBindStencilTexture(cmd);
if (m_CurrentDebugDisplaySettings.IsDebugMaterialDisplayEnabled())
{
RenderDebugViewMaterial(m_CullResults, hdCamera, renderContext, cmd);
}
else
{
using (new ProfilingSample(cmd, "Build Light list and render shadows"))
{
// TODO: Everything here (SSAO, Shadow, Build light list, deffered shadow, material and light classification can be parallelize with Async compute)
m_SsaoEffect.Render(ssaoSettingsToUse, this, hdCamera, renderContext, cmd, m_Asset.renderingSettings.useForwardRenderingOnly);
m_LightLoop.PrepareLightsForGPU(m_ShadowSettings, m_CullResults, camera);
m_LightLoop.RenderShadows(renderContext, cmd, m_CullResults);
cmd.GetTemporaryRT(m_DeferredShadowBuffer, camera.pixelWidth, camera.pixelHeight, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear, 1 , true);
m_LightLoop.RenderDeferredDirectionalShadow(hdCamera, m_DeferredShadowBufferRT, GetDepthTexture(), cmd);
PushFullScreenDebugTexture(cmd, m_DeferredShadowBuffer, hdCamera.camera, renderContext, FullScreenDebugMode.DeferredShadows);
renderContext.SetupCameraProperties(camera); // Need to recall SetupCameraProperties after m_ShadowPass.Render
m_LightLoop.BuildGPULightLists(camera, cmd, m_CameraDepthStencilBufferRT, GetStencilTexture());
}
// Don't update the sky environment if we are rendering a cubemap (it should be update already)
if (camera.cameraType != CameraType.Reflection)
{
// Caution: We require sun light here as some sky use the sun light to render, mean UpdateSkyEnvironment
// must be call after BuildGPULightLists.
// TODO: Try to arrange code so we can trigger this call earlier and use async compute here to run sky convolution during other passes (once we move convolution shader to compute).
UpdateSkyEnvironment(hdCamera, cmd);
}
RenderDeferredLighting(hdCamera, cmd);
// We compute subsurface scattering here. Therefore, no objects rendered afterwards will exhibit SSS.
// Currently, there is no efficient way to switch between SRT and MRT for the forward pass;
// therefore, forward-rendered objects do not output split lighting required for the SSS pass.
SubsurfaceScatteringPass(hdCamera, cmd, m_Asset.sssSettings);
RenderForward(m_CullResults, camera, renderContext, cmd, true);
#if UNITY_EDITOR
RenderForwardError(m_CullResults, camera, renderContext, cmd, true);
#endif
RenderLightingDebug(hdCamera, cmd, m_CameraColorBufferRT, m_CurrentDebugDisplaySettings);
RenderSky(hdCamera, cmd);
RenderGaussianPyramidColor(camera, cmd);
// Render all type of transparent forward (unlit, lit, complex (hair...)) to keep the sorting between transparent objects.
RenderForward(m_CullResults, camera, renderContext, cmd, false);
#if UNITY_EDITOR
RenderForwardError(m_CullResults, camera, renderContext, cmd, false);
#endif
// Render volumetric lighting
VolumetricLightingPass(hdCamera, cmd);
PushFullScreenDebugTexture(cmd, m_CameraColorBuffer, camera, renderContext, FullScreenDebugMode.NanTracker);
// Planar and real time cubemap doesn't need post process and render in FP16
if (camera.cameraType == CameraType.Reflection)
{
using (new ProfilingSample(cmd, "Blit to final RT"))
{
// Simple blit
cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget);
}
}
else
{
RenderVelocity(m_CullResults, hdCamera, renderContext, cmd); // Note we may have to render velocity earlier if we do temporalAO, temporal volumetric etc... Mean we will not take into account forward opaque in case of deferred rendering ?
// TODO: Check with VFX team.
// Rendering distortion here have off course lot of artifact.
// But resolving at each objects that write in distortion is not possible (need to sort transparent, render those that do not distort, then resolve, then etc...)
// Instead we chose to apply distortion at the end after we cumulate distortion vector and desired blurriness. This
RenderDistortion(m_CullResults, camera, renderContext, cmd);
RenderPostProcesses(camera, cmd, postProcessLayer);
}
}
RenderDebug(hdCamera, cmd);
#if UNITY_EDITOR
// bind depth surface for editor grid/gizmo/selection rendering
if (camera.cameraType == CameraType.SceneView)
{
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, m_CameraDepthStencilBufferRT);
}
#endif
renderContext.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
renderContext.Submit();
}
void RenderOpaqueRenderList(CullResults cull,
Camera camera,
ScriptableRenderContext renderContext,
CommandBuffer cmd,
ShaderPassName passName,
RendererConfiguration rendererConfiguration = 0,
RenderQueueRange? inRenderQueueRange = null,
RenderStateBlock? stateBlock = null,
Material overrideMaterial = null)
{
RenderOpaqueRenderList(cull, camera, renderContext, cmd, new ShaderPassName[] { passName }, rendererConfiguration, inRenderQueueRange, stateBlock, overrideMaterial);
}
void RenderOpaqueRenderList(CullResults cull,
Camera camera,
ScriptableRenderContext renderContext,
CommandBuffer cmd,
ShaderPassName[] passNames,
RendererConfiguration rendererConfiguration = 0,
RenderQueueRange? inRenderQueueRange = null,
RenderStateBlock? stateBlock = null,
Material overrideMaterial = null)
{
if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.displayOpaqueObjects)
return;
// This is done here because DrawRenderers API lives outside command buffers so we need to make call this before doing any DrawRenders
renderContext.ExecuteCommandBuffer(cmd);
cmd.Clear();
var drawSettings = new DrawRendererSettings(camera, HDShaderPassNames.s_EmptyName)
{
rendererConfiguration = rendererConfiguration,
sorting = { flags = SortFlags.CommonOpaque }
};
for (int i = 0; i < passNames.Length; ++i)
{
drawSettings.SetShaderPassName(i, passNames[i]);
}
if (overrideMaterial != null)
{
drawSettings.SetOverrideMaterial(overrideMaterial, 0);
}
var filterSettings = new FilterRenderersSettings(true) { renderQueueRange = inRenderQueueRange == null ? RenderQueueRange.opaque : inRenderQueueRange.Value };
if(stateBlock == null)
renderContext.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);
else
renderContext.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings, stateBlock.Value);
}
void RenderTransparentRenderList( CullResults cull,
Camera camera,
ScriptableRenderContext renderContext,
CommandBuffer cmd,
ShaderPassName passName,
RendererConfiguration rendererConfiguration = 0,
RenderStateBlock? stateBlock = null,
Material overrideMaterial = null)
{
RenderTransparentRenderList(cull, camera, renderContext, cmd, new ShaderPassName[] { passName }, rendererConfiguration, stateBlock, overrideMaterial);
}
void RenderTransparentRenderList( CullResults cull,
Camera camera,
ScriptableRenderContext renderContext,
CommandBuffer cmd,
ShaderPassName[] passNames,
RendererConfiguration rendererConfiguration = 0,
RenderStateBlock? stateBlock = null,
Material overrideMaterial = null)
{
if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.displayTransparentObjects)
return;
// This is done here because DrawRenderers API lives outside command buffers so we need to make call this before doing any DrawRenders
renderContext.ExecuteCommandBuffer(cmd);
cmd.Clear();
var drawSettings = new DrawRendererSettings(camera, HDShaderPassNames.s_EmptyName)
{
rendererConfiguration = rendererConfiguration,
sorting = { flags = SortFlags.CommonTransparent }
};
for (int i = 0; i < passNames.Length; ++i)
{
drawSettings.SetShaderPassName(i, passNames[i]);
}
if (overrideMaterial != null)
{
drawSettings.SetOverrideMaterial(overrideMaterial, 0);
}
var filterSettings = new FilterRenderersSettings(true) {renderQueueRange = RenderQueueRange.transparent};
if(stateBlock == null)
renderContext.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);
else
renderContext.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings, stateBlock.Value);
}
// RenderDepthPrepass render both opaque and opaque alpha tested based on engine configuration.
// Forward only renderer: We always render everything
// Deferred renderer: We render a depth prepass only if engine request it. We can decide if we render everything or only opaque alpha tested object.
// Forward opaque with deferred renderer (ForwardOnlyOpaqueDepthOnly pass): We always render everything
void RenderDepthPrepass(CullResults cull, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
// Guidelines: To be able to switch from deferred to forward renderer we need to have forward opaque material with both DepthOnly and ForwardOnlyOpaqueDepthOnly pass.
// This is also required if we want to support optional depth prepass dynamically.
// This is what is assume here. But users may want to reduce number of shader combination once they have made their choice.
// In case of forward only renderer we have a depth prepass. In case of deferred renderer, it is optional
bool addDepthPrepass = m_Asset.renderingSettings.ShouldUseForwardRenderingOnly() || m_Asset.renderingSettings.useDepthPrepassWithDeferredRendering;
// In case of deferred renderer, we can have forward opaque material. These materials need to be render in the depth buffer to correctly build the light list. And they will tag the stencil to not be lit during the deferred lighting pass.
// Caution: If a DepthPrepass is enabled for deferred then the object will be rendered with the pass DepthPrepass. See guidelines. This allow to switch dynamically between both mode.
// So we don't need to render the ForwardOnlyOpaqueDepthOnly pass
// Note that an object can't be in both list
bool addForwardOnlyOpaqueDepthPrepass = !m_Asset.renderingSettings.ShouldUseForwardRenderingOnly() && !m_Asset.renderingSettings.useDepthPrepassWithDeferredRendering;
if (addDepthPrepass == false && addForwardOnlyOpaqueDepthPrepass == false)
return;
using (new ProfilingSample(cmd, addDepthPrepass ? "Depth Prepass" : "Depth Prepass forward opaque"))
{
// Default depth prepass (forward and deferred) will render all opaque geometry.
RenderQueueRange renderQueueRange = RenderQueueRange.opaque;
// If we want only alpha tested geometry in prepass for deferred we change the RenderQueueRange
if (!m_Asset.renderingSettings.ShouldUseForwardRenderingOnly() && m_Asset.renderingSettings.useDepthPrepassWithDeferredRendering && m_Asset.renderingSettings.renderAlphaTestOnlyInDeferredPrepass)
renderQueueRange = new RenderQueueRange { min = (int)RenderQueue.AlphaTest, max = (int)RenderQueue.GeometryLast - 1 };
// We render first the opaque object as opaque alpha tested are more costly to render and could be reject by early-z (but not Hi-z as it is disable with clip instruction)
// This is handeled automatically with the RenderQueue value (OpaqueAlphaTested have a different value and thus are sorted after Opaque)
CoreUtils.SetRenderTarget(cmd, m_CameraDepthStencilBufferRT);
// Note: addDepthPrepass and addForwardOnlyOpaqueDepthPrepass can't be both true at the same time. And if we are here both are not false
RenderOpaqueRenderList(cull, camera, renderContext, cmd, addDepthPrepass ? HDShaderPassNames.m_DepthOnlyName : HDShaderPassNames.m_ForwardOnlyOpaqueDepthOnlyName, 0, renderQueueRange);
}
}
// RenderGBuffer do the gbuffer pass. This is solely call with deferred. If we use a depth prepass, then the depth prepass will perform the alpha testing for opaque apha tested and we don't need to do it anymore
// during Gbuffer pass. This is handled in the shader and the depth test (equal and no depth write) is done here.
void RenderGBuffer(CullResults cull, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
if (m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
return;
using (new ProfilingSample(cmd, m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled() ? "GBufferDebugDisplay" : "GBuffer"))
{
// setup GBuffer for rendering
CoreUtils.SetRenderTarget(cmd, m_gbufferManager.GetGBuffers(), m_CameraDepthStencilBufferRT);
// Render opaque objects into GBuffer
if (m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled())
{
// When doing debug display, the shader has the clip instruction regardless of the depth prepass so we can use regular depth test.
RenderOpaqueRenderList(cull, camera, renderContext, cmd, HDShaderPassNames.m_GBufferDebugDisplayName, HDUtils.k_RendererConfigurationBakedLighting, RenderQueueRange.opaque, m_DepthStateOpaque);
}
else
{
if (m_Asset.renderingSettings.useDepthPrepassWithDeferredRendering)
{
RenderQueueRange rangeOpaqueNoAlphaTest = new RenderQueueRange { min = (int)RenderQueue.Geometry, max = (int)RenderQueue.AlphaTest - 1 };
RenderQueueRange rangeOpaqueAlphaTest = new RenderQueueRange { min = (int)RenderQueue.AlphaTest, max = (int)RenderQueue.GeometryLast - 1 };
// When using depth prepass for opaque alpha test only we need to use regular depth test for normal opaque objects.
RenderOpaqueRenderList(cull, camera, renderContext, cmd, HDShaderPassNames.m_GBufferName, HDUtils.k_RendererConfigurationBakedLighting, rangeOpaqueNoAlphaTest, m_Asset.renderingSettings.renderAlphaTestOnlyInDeferredPrepass ? m_DepthStateOpaque : m_DepthStateOpaqueWithPrepass);
// but for opaque alpha tested object we use a depth equal and no depth write. And we rely on the shader pass GbufferWithDepthPrepass
RenderOpaqueRenderList(cull, camera, renderContext, cmd, HDShaderPassNames.m_GBufferWithPrepassName, HDUtils.k_RendererConfigurationBakedLighting, rangeOpaqueAlphaTest, m_DepthStateOpaqueWithPrepass);
}
else
{
// No depth prepass, use regular depth test - Note that we will render opaque then opaque alpha tested (based on the RenderQueue system)
RenderOpaqueRenderList(cull, camera, renderContext, cmd, HDShaderPassNames.m_GBufferName, HDUtils.k_RendererConfigurationBakedLighting, RenderQueueRange.opaque, m_DepthStateOpaque);
}
}
}
}
void RenderDebugViewMaterial(CullResults cull, HDCamera hdCamera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
using (new ProfilingSample(cmd, "DisplayDebug ViewMaterial"))
{
if (m_CurrentDebugDisplaySettings.materialDebugSettings.IsDebugGBufferEnabled() && !m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
{
using (new ProfilingSample(cmd, "DebugViewMaterialGBuffer"))
{
CoreUtils.DrawFullScreen(cmd, m_DebugViewMaterialGBuffer, m_CameraColorBufferRT);
}
}
else
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.All, Color.black);
// Render Opaque forward
RenderOpaqueRenderList(cull, hdCamera.camera, renderContext, cmd, HDShaderPassNames.m_ForwardDisplayDebugName, HDUtils.k_RendererConfigurationBakedLighting);
// Render forward transparent
RenderTransparentRenderList(cull, hdCamera.camera, renderContext, cmd, HDShaderPassNames.m_ForwardDisplayDebugName, HDUtils.k_RendererConfigurationBakedLighting);
}
}
// Last blit
{
using (new ProfilingSample(cmd, "Blit DebugView Material Debug"))
{
cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget);
}
}
}
void RenderDeferredLighting(HDCamera hdCamera, CommandBuffer cmd)
{
if (m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
{
return;
}
RenderTargetIdentifier[] colorRTs = { m_CameraColorBufferRT, m_CameraSssDiffuseLightingBufferRT };
RenderTargetIdentifier depthTexture = GetDepthTexture();
LightLoop.LightingPassOptions options = new LightLoop.LightingPassOptions();
options.volumetricLightingEnabled = m_VolumetricLightingEnabled;
if (m_CurrentDebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission)
{
// Output split lighting for materials asking for it (masked in the stencil buffer)
options.outputSplitLighting = true;
m_LightLoop.RenderDeferredLighting(hdCamera, cmd, m_CurrentDebugDisplaySettings, colorRTs, m_CameraDepthStencilBufferRT, depthTexture, m_DeferredShadowBuffer, options);
}
// Output combined lighting for all the other materials.
options.outputSplitLighting = false;
m_LightLoop.RenderDeferredLighting(hdCamera, cmd, m_CurrentDebugDisplaySettings, colorRTs, m_CameraDepthStencilBufferRT, depthTexture, m_DeferredShadowBuffer, options);
}
// Combines specular lighting and diffuse lighting with subsurface scattering.
void SubsurfaceScatteringPass(HDCamera hdCamera, CommandBuffer cmd, SubsurfaceScatteringSettings sssParameters)
{
// Currently, forward-rendered objects do not output split lighting required for the SSS pass.
if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableSSSAndTransmission || m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
return;
using (new ProfilingSample(cmd, "Subsurface Scattering"))
{
if (sssSettings.useDisneySSS)
{
hdCamera.SetupComputeShader(m_SubsurfaceScatteringCS, cmd);
cmd.SetComputeIntParam( m_SubsurfaceScatteringCS, HDShaderIDs._TexturingModeFlags, sssParameters.texturingModeFlags);
cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._WorldScales, sssParameters.worldScales);
cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._FilterKernels, sssParameters.filterKernels);
cmd.SetComputeVectorArrayParam(m_SubsurfaceScatteringCS, HDShaderIDs._ShapeParams, sssParameters.shapeParams);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._GBufferTexture0, m_gbufferManager.GetGBuffers()[0]);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._GBufferTexture1, m_gbufferManager.GetGBuffers()[1]);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._GBufferTexture2, m_gbufferManager.GetGBuffers()[2]);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._GBufferTexture3, m_gbufferManager.GetGBuffers()[3]);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._DepthTexture, GetDepthTexture());
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._StencilTexture, GetStencilTexture());
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._HTile, GetHTile());
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._IrradianceSource, m_CameraSssDiffuseLightingBufferRT);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._CameraColorTexture, m_CameraColorBufferRT);
cmd.SetComputeTextureParam(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, HDShaderIDs._CameraFilteringBuffer, m_CameraFilteringBufferRT);
// Perform the SSS filtering pass which fills 'm_CameraFilteringBufferRT'.
cmd.DispatchCompute(m_SubsurfaceScatteringCS, m_SubsurfaceScatteringKernel, ((int)hdCamera.screenSize.x + 15) / 16, ((int)hdCamera.screenSize.y + 15) / 16, 1);
cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, m_CameraFilteringBufferRT); // Cannot set a RT on a material
// Combine diffuse and specular lighting into 'm_CameraColorBufferRT'.
CoreUtils.DrawFullScreen(cmd, m_CombineLightingPass, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT);
}
else
{
cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, m_CameraSssDiffuseLightingBufferRT); // Cannot set a RT on a material
m_SssVerticalFilterPass.SetVectorArray(HDShaderIDs._WorldScales, sssParameters.worldScales);
m_SssVerticalFilterPass.SetVectorArray(HDShaderIDs._FilterKernelsBasic, sssParameters.filterKernelsBasic);
m_SssVerticalFilterPass.SetVectorArray(HDShaderIDs._HalfRcpWeightedVariances, sssParameters.halfRcpWeightedVariances);
// Perform the vertical SSS filtering pass which fills 'm_CameraFilteringBufferRT'.
CoreUtils.DrawFullScreen(cmd, m_SssVerticalFilterPass, m_CameraFilteringBufferRT, m_CameraDepthStencilBufferRT);
cmd.SetGlobalTexture(HDShaderIDs._IrradianceSource, m_CameraFilteringBufferRT); // Cannot set a RT on a material
m_SssHorizontalFilterAndCombinePass.SetVectorArray(HDShaderIDs._WorldScales, sssParameters.worldScales);
m_SssHorizontalFilterAndCombinePass.SetVectorArray(HDShaderIDs._FilterKernelsBasic, sssParameters.filterKernelsBasic);
m_SssHorizontalFilterAndCombinePass.SetVectorArray(HDShaderIDs._HalfRcpWeightedVariances, sssParameters.halfRcpWeightedVariances);
// Perform the horizontal SSS filtering pass, and combine diffuse and specular lighting into 'm_CameraColorBufferRT'.
CoreUtils.DrawFullScreen(cmd, m_SssHorizontalFilterAndCombinePass, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT);
}
}
}
void UpdateSkyEnvironment(HDCamera hdCamera, CommandBuffer cmd)
{
m_SkyManager.UpdateEnvironment(hdCamera,m_LightLoop.GetCurrentSunLight(), cmd);
}
void RenderSky(HDCamera hdCamera, CommandBuffer cmd)
{
m_SkyManager.RenderSky(hdCamera, m_LightLoop.GetCurrentSunLight(), m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, cmd);
}
public Texture2D ExportSkyToTexture()
{
return m_SkyManager.ExportSkyToTexture();
}
void RenderLightingDebug(HDCamera camera, CommandBuffer cmd, RenderTargetIdentifier colorBuffer, DebugDisplaySettings debugDisplaySettings)
{
m_LightLoop.RenderLightingDebug(camera, cmd, colorBuffer, debugDisplaySettings);
}
// Render forward is use for both transparent and opaque objects. In case of deferred we can still render opaque object in forward.
void RenderForward(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd, bool renderOpaque)
{
// Guidelines: To be able to switch from deferred to forward renderer we need to have forward opaque material with both Forward and ForwardOnlyOpaque pass.
// This is what is assume here. But users may want to reduce number of shader combination once they have made their choice.
// If we are transparent, we add the forward pass. Else (Render Opaque) we add it only if we are forward rendering
bool addForwardPass = !renderOpaque || m_Asset.renderingSettings.ShouldUseForwardRenderingOnly();
// In case of deferred we can still have forward opaque object
// It mean that addForwardOnlyOpaquePass = !addForwardPass which is a simplification of: renderOpaque && !m_Asset.renderingSettings.ShouldUseForwardRenderingOnly()
// There is no need to store this case as we don't need to test for it
ShaderPassName passName;
string profileName;
if (m_CurrentDebugDisplaySettings.IsDebugDisplayEnabled())
{
passName = addForwardPass ? HDShaderPassNames.m_ForwardDisplayDebugName : HDShaderPassNames.m_ForwardOnlyOpaqueDisplayDebugName;
profileName = addForwardPass ? (renderOpaque ? "Forward Opaque Display Debug" : "Forward Transparent Display Debug") : "ForwardOnlyOpaqueDisplayDebug";
}
else
{
passName = addForwardPass ? HDShaderPassNames.m_ForwardName : HDShaderPassNames.m_ForwardOnlyOpaqueName;
profileName = addForwardPass ? (renderOpaque ? "Forward Opaque" : "Forward Transparent") : "Forward Only Opaque";
}
using (new ProfilingSample(cmd, profileName))
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT);
m_LightLoop.RenderForward(camera, cmd, renderOpaque);
// The pass "SRPDefaultUnlit" is a fallback to legacy unlit rendering and is required to support unity 2d + unity UI that render in the scene.
ShaderPassName[] arrayNames = { passName, HDShaderPassNames.m_SRPDefaultUnlitName};
if (renderOpaque)
{
// Forward opaque material always have a prepass (whether or not we use deferred) so we pass the right depth state here.
RenderOpaqueRenderList(cullResults, camera, renderContext, cmd, arrayNames, HDUtils.k_RendererConfigurationBakedLighting, null, m_DepthStateOpaqueWithPrepass);
}
else
{
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, arrayNames, HDUtils.k_RendererConfigurationBakedLighting);
}
}
}
#if UNITY_EDITOR
// This is use to Display legacy shader with an error shader
void RenderForwardError(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd, bool renderOpaque)
{
using (new ProfilingSample(cmd, "Render Forward Error"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT);
ShaderPassName[] arrayNames = { HDShaderPassNames.m_AlwaysName, HDShaderPassNames.m_ForwardBaseName, HDShaderPassNames.m_DeferredName, HDShaderPassNames.m_PrepassBaseName, HDShaderPassNames.m_VertexName, HDShaderPassNames.m_VertexLMRGBMName, HDShaderPassNames.m_VertexLMName };
if (renderOpaque)
{
RenderOpaqueRenderList(cullResults, camera, renderContext, cmd, arrayNames, 0, null, null, m_ErrorMaterial);
}
else
{
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, arrayNames, 0, null, m_ErrorMaterial);
}
}
}
#endif
void RenderVelocity(CullResults cullResults, HDCamera hdcam, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
using (new ProfilingSample(cmd, "Velocity"))
{
// If opaque velocity have been render during GBuffer no need to render it here
// TODO: Currently we can't render velocity vector into GBuffer, neither during forward pass (in case of forward opaque), so it is always a separate pass
// Note that we if we have forward only opaque with deferred rendering, it must also support the rendering of velocity vector to be correct with following test.
if ((ShaderConfig.s_VelocityInGbuffer == 1))
{
Debug.LogWarning("Velocity in Gbuffer is currently not supported");
return;
}
// These flags are still required in SRP or the engine won't compute previous model matrices...
// If the flag hasn't been set yet on this camera, motion vectors will skip a frame.
hdcam.camera.depthTextureMode |= DepthTextureMode.MotionVectors | DepthTextureMode.Depth;
int w = (int)hdcam.screenSize.x;
int h = (int)hdcam.screenSize.y;
m_CameraMotionVectorsMaterial.SetVector(HDShaderIDs._CameraPosDiff, hdcam.prevCameraPos - hdcam.cameraPos);
cmd.GetTemporaryRT(m_VelocityBuffer, w, h, 0, FilterMode.Point, Builtin.GetVelocityBufferFormat(), Builtin.GetVelocityBufferReadWrite());
CoreUtils.DrawFullScreen(cmd, m_CameraMotionVectorsMaterial, m_VelocityBufferRT, null, 0);
cmd.SetRenderTarget(m_VelocityBufferRT, m_CameraDepthStencilBufferRT);
RenderOpaqueRenderList(cullResults, hdcam.camera, renderContext, cmd, HDShaderPassNames.m_MotionVectorsName, RendererConfiguration.PerObjectMotionVectors);
PushFullScreenDebugTexture(cmd, m_VelocityBuffer, hdcam.camera, renderContext, FullScreenDebugMode.MotionVectors);
}
}
void RenderGaussianPyramidColor(Camera camera, CommandBuffer cmd)
{
if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableGaussianPyramid)
return;
using (new ProfilingSample(cmd, "Gaussian Pyramid Color"))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
int size = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
// The gaussian pyramid compute works in blocks of 8x8 so make sure the last lod has a
// minimum size of 8x8
int lodCount = Mathf.FloorToInt(Mathf.Log(size, 2f) - 3f);
if (lodCount > HDShaderIDs._GaussianPyramidColorMips.Length)
{
Debug.LogWarningFormat("Cannot compute all mipmaps of the color pyramid, max texture size supported: {0}", (2 << HDShaderIDs._GaussianPyramidColorMips.Length).ToString());
lodCount = HDShaderIDs._GaussianPyramidColorMips.Length;
}
cmd.SetGlobalVector(HDShaderIDs._GaussianPyramidColorMipSize, new Vector4(size, size, lodCount, 0));
cmd.Blit(m_CameraColorBufferRT, m_GaussianPyramidColorBuffer);
var last = m_GaussianPyramidColorBuffer;
for (int i = 0; i < lodCount; i++)
{
size >>= 1;
cmd.GetTemporaryRT(HDShaderIDs._GaussianPyramidColorMips[i + 1], size, size, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear, 1, true);
cmd.SetComputeTextureParam(m_GaussianPyramidCS, m_GaussianPyramidKernel, "_Source", last);
cmd.SetComputeTextureParam(m_GaussianPyramidCS, m_GaussianPyramidKernel, "_Result", HDShaderIDs._GaussianPyramidColorMips[i + 1]);
cmd.SetComputeVectorParam(m_GaussianPyramidCS, "_Size", new Vector4(size, size, 1f / size, 1f / size));
cmd.DispatchCompute(m_GaussianPyramidCS, m_GaussianPyramidKernel, size / 8, size / 8, 1);
cmd.CopyTexture(HDShaderIDs._GaussianPyramidColorMips[i + 1], 0, 0, m_GaussianPyramidColorBufferRT, 0, i + 1);
last = HDShaderIDs._GaussianPyramidColorMips[i + 1];
}
cmd.SetGlobalTexture(HDShaderIDs._GaussianPyramidColorTexture, m_GaussianPyramidColorBuffer);
for (int i = 0; i < lodCount; i++)
cmd.ReleaseTemporaryRT(HDShaderIDs._GaussianPyramidColorMips[i + 1]);
}
}
void RenderPyramidDepth(Camera camera, CommandBuffer cmd)
{
if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableGaussianPyramid)
return;
using (new ProfilingSample(cmd, "Pyramid Depth"))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
int size = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
// The gaussian pyramid compute works in blocks of 8x8 so make sure the last lod has a
// minimum size of 8x8
int lodCount = Mathf.FloorToInt(Mathf.Log(size, 2f) - 3f);
if (lodCount > HDShaderIDs._DepthPyramidMips.Length)
{
Debug.LogWarningFormat("Cannot compute all mipmaps of the depth pyramid, max texture size supported: {0}", (2 << HDShaderIDs._DepthPyramidMips.Length).ToString());
lodCount = HDShaderIDs._DepthPyramidMips.Length;
}
cmd.SetGlobalVector(HDShaderIDs._DepthPyramidMipSize, new Vector4(size, size, lodCount, 0));
cmd.GetTemporaryRT(HDShaderIDs._DepthPyramidMips[0], size, size, 0, FilterMode.Bilinear, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear, 1, true);
HDUtils.SampleCopyChannel_xyzw2x(cmd, GetDepthTexture(), HDShaderIDs._DepthPyramidMips[0], new Vector2(size, size), m_Asset.renderPipelineResources);
cmd.CopyTexture(HDShaderIDs._DepthPyramidMips[0], 0, 0, m_DepthPyramidBuffer, 0, 0);
for (int i = 0; i < lodCount; i++)
{
size >>= 1;
cmd.GetTemporaryRT(HDShaderIDs._DepthPyramidMips[i + 1], size, size, 0, FilterMode.Bilinear, RenderTextureFormat.RFloat, RenderTextureReadWrite.Linear, 1, true);
cmd.SetComputeTextureParam(m_DepthPyramidCS, m_DepthPyramidKernel, "_Source", HDShaderIDs._DepthPyramidMips[i]);
cmd.SetComputeTextureParam(m_DepthPyramidCS, m_DepthPyramidKernel, "_Result", HDShaderIDs._DepthPyramidMips[i + 1]);
cmd.SetComputeVectorParam(m_DepthPyramidCS, "_Size", new Vector4(size, size, 1f / size, 1f / size));
cmd.DispatchCompute(m_DepthPyramidCS, m_DepthPyramidKernel, size / 8, size / 8, 1);
cmd.CopyTexture(HDShaderIDs._DepthPyramidMips[i + 1], 0, 0, m_DepthPyramidBufferRT, 0, i + 1);
}
cmd.SetGlobalTexture(HDShaderIDs._DepthPyramidTexture, m_DepthPyramidBuffer);
for (int i = 0; i < lodCount + 1; i++)
cmd.ReleaseTemporaryRT(HDShaderIDs._DepthPyramidMips[i]);
}
}
void RenderDistortion(CullResults cullResults, Camera camera, ScriptableRenderContext renderContext, CommandBuffer cmd)
{
if (!m_CurrentDebugDisplaySettings.renderingDebugSettings.enableDistortion)
return;
using (new ProfilingSample(cmd, "Distortion"))
{
int w = camera.pixelWidth;
int h = camera.pixelHeight;
cmd.GetTemporaryRT(m_DistortionBuffer, w, h, 0, FilterMode.Point, Builtin.GetDistortionBufferFormat(), Builtin.GetDistortionBufferReadWrite());
cmd.SetRenderTarget(m_DistortionBufferRT, m_CameraDepthStencilBufferRT);
cmd.ClearRenderTarget(false, true, Color.black); // TODO: can we avoid this clear for performance ?
// Only transparent object can render distortion vectors
RenderTransparentRenderList(cullResults, camera, renderContext, cmd, HDShaderPassNames.m_DistortionVectorsName);
}
}
void RenderPostProcesses(Camera camera, CommandBuffer cmd, PostProcessLayer layer)
{
using (new ProfilingSample(cmd, "Post-processing"))
{
if (CoreUtils.IsPostProcessingActive(layer))
{
cmd.SetGlobalTexture(HDShaderIDs._CameraDepthTexture, GetDepthTexture());
cmd.SetGlobalTexture(HDShaderIDs._CameraMotionVectorsTexture, m_VelocityBufferRT);
var context = m_PostProcessContext;
context.Reset();
context.source = m_CameraColorBufferRT;
context.destination = BuiltinRenderTextureType.CameraTarget;
context.command = cmd;
context.camera = camera;
context.sourceFormat = RenderTextureFormat.ARGBHalf;
context.flip = true;
layer.Render(context);
}
else
{
cmd.Blit(m_CameraColorBufferRT, BuiltinRenderTextureType.CameraTarget);
}
}
}
public void ApplyDebugDisplaySettings()
{
m_ShadowSettings.enabled = m_CurrentDebugDisplaySettings.lightingDebugSettings.enableShadows;
LightingDebugSettings lightingDebugSettings = m_CurrentDebugDisplaySettings.lightingDebugSettings;
Vector4 debugAlbedo = new Vector4(lightingDebugSettings.debugLightingAlbedo.r, lightingDebugSettings.debugLightingAlbedo.g, lightingDebugSettings.debugLightingAlbedo.b, 0.0f);
Vector4 debugSmoothness = new Vector4(lightingDebugSettings.overrideSmoothness ? 1.0f : 0.0f, lightingDebugSettings.overrideSmoothnessValue, 0.0f, 0.0f);
Shader.SetGlobalInt(HDShaderIDs._DebugViewMaterial, (int)m_CurrentDebugDisplaySettings.GetDebugMaterialIndex());
Shader.SetGlobalInt(HDShaderIDs._DebugLightingMode, (int)m_CurrentDebugDisplaySettings.GetDebugLightingMode());
Shader.SetGlobalVector(HDShaderIDs._DebugLightingAlbedo, debugAlbedo);
Shader.SetGlobalVector(HDShaderIDs._DebugLightingSmoothness, debugSmoothness);
}
public void PushFullScreenDebugTexture(CommandBuffer cb, RenderTargetIdentifier textureID, Camera camera, ScriptableRenderContext renderContext, FullScreenDebugMode debugMode)
{
if (debugMode == m_CurrentDebugDisplaySettings.fullScreenDebugMode)
{
m_FullScreenDebugPushed = true; // We need this flag because otherwise if no fullscreen debug is pushed, when we render the result in RenderDebug the temporary RT will not exist.
cb.GetTemporaryRT(m_DebugFullScreenTempRT, camera.pixelWidth, camera.pixelHeight, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);
cb.Blit(textureID, m_DebugFullScreenTempRT);
}
}
public void PushFullScreenDebugTexture(CommandBuffer cb, int textureID, Camera camera, ScriptableRenderContext renderContext, FullScreenDebugMode debugMode)
{
PushFullScreenDebugTexture(cb, new RenderTargetIdentifier(textureID), camera, renderContext, debugMode);
}
void RenderDebug(HDCamera camera, CommandBuffer cmd)
{
// We don't want any overlay for these kind of rendering
if (camera.camera.cameraType == CameraType.Reflection || camera.camera.cameraType == CameraType.Preview)
return;
using (new ProfilingSample(cmd, "Render Debug"))
{
// We make sure the depth buffer is bound because we need it to write depth at near plane for overlays otherwise the editor grid end up visible in them.
CoreUtils.SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget, m_CameraDepthStencilBufferRT);
// First render full screen debug texture
if (m_CurrentDebugDisplaySettings.fullScreenDebugMode != FullScreenDebugMode.None && m_FullScreenDebugPushed)
{
m_FullScreenDebugPushed = false;
cmd.SetGlobalTexture(HDShaderIDs._DebugFullScreenTexture, m_DebugFullScreenTempRT);
m_DebugFullScreen.SetFloat(HDShaderIDs._FullScreenDebugMode, (float)m_CurrentDebugDisplaySettings.fullScreenDebugMode);
CoreUtils.DrawFullScreen(cmd, m_DebugFullScreen, (RenderTargetIdentifier)BuiltinRenderTextureType.CameraTarget);
}
// Then overlays
float x = 0;
float overlayRatio = m_CurrentDebugDisplaySettings.debugOverlayRatio;
float overlaySize = Math.Min(camera.camera.pixelHeight, camera.camera.pixelWidth) * overlayRatio;
float y = camera.camera.pixelHeight - overlaySize;
LightingDebugSettings lightingDebug = m_CurrentDebugDisplaySettings.lightingDebugSettings;
if (lightingDebug.displaySkyReflection)
{
Texture skyReflection = m_SkyManager.skyReflection;
m_SharedPropertyBlock.SetTexture(HDShaderIDs._InputCubemap, skyReflection);
m_SharedPropertyBlock.SetFloat(HDShaderIDs._Mipmap, lightingDebug.skyReflectionMipmap);
cmd.SetViewport(new Rect(x, y, overlaySize, overlaySize));
cmd.DrawProcedural(Matrix4x4.identity, m_DebugDisplayLatlong, 0, MeshTopology.Triangles, 3, 1, m_SharedPropertyBlock);
HDUtils.NextOverlayCoord(ref x, ref y, overlaySize, overlaySize, camera.camera.pixelWidth);
}
m_LightLoop.RenderDebugOverlay(camera.camera, cmd, m_CurrentDebugDisplaySettings, ref x, ref y, overlaySize, camera.camera.pixelWidth);
}
}
void InitAndClearBuffer(HDCamera camera, CommandBuffer cmd)
{
using (new ProfilingSample(cmd, "InitAndClearBuffer"))
{
// We clear only the depth buffer, no need to clear the various color buffer as we overwrite them.
// Clear depth/stencil and init buffers
using (new ProfilingSample(cmd, "InitGBuffers and clear Depth/Stencil"))
{
// Init buffer
// With scriptable render loop we must allocate ourself depth and color buffer (We must be independent of backbuffer for now, hope to fix that later).
// Also we manage ourself the HDR format, here allocating fp16 directly.
// With scriptable render loop we can allocate temporary RT in a command buffer, they will not be release with ExecuteCommandBuffer
// These temporary surface are release automatically at the end of the scriptable render pipeline if not release explicitly
int w = camera.camera.pixelWidth;
int h = camera.camera.pixelHeight;
cmd.GetTemporaryRT(m_CameraColorBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
cmd.GetTemporaryRT(m_CameraSssDiffuseLightingBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
cmd.GetTemporaryRT(m_CameraFilteringBuffer, w, h, 0, FilterMode.Point, RenderTextureFormat.RGB111110Float, RenderTextureReadWrite.Linear, 1, true); // Enable UAV
// Color and depth pyramids
int s = Mathf.ClosestPowerOfTwo(Mathf.Min(w, h));
m_GaussianPyramidColorBufferDesc.width = s;
m_GaussianPyramidColorBufferDesc.height = s;
cmd.GetTemporaryRT(m_GaussianPyramidColorBuffer, m_GaussianPyramidColorBufferDesc, FilterMode.Trilinear);
m_DepthPyramidBufferDesc.width = s;
m_DepthPyramidBufferDesc.height = s;
cmd.GetTemporaryRT(m_DepthPyramidBuffer, m_DepthPyramidBufferDesc, FilterMode.Trilinear);
// End
if (!m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
{
m_gbufferManager.InitGBuffers(w, h, cmd);
}
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.Depth);
}
// Clear the diffuse SSS lighting target
using (new ProfilingSample(cmd, "Clear SSS diffuse target"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraSssDiffuseLightingBufferRT, ClearFlag.Color, Color.black);
}
// Old SSS Model >>>
if (!sssSettings.useDisneySSS)
{
// Clear the SSS filtering target
using (new ProfilingSample(cmd, "Clear SSS filtering target"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraFilteringBuffer, ClearFlag.Color, Color.black);
}
}
// <<< Old SSS Model
if (NeedStencilBufferCopy())
{
using (new ProfilingSample(cmd, "Clear stencil texture"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraStencilBufferCopyRT, ClearFlag.Color, Color.black);
}
}
if (NeedHTileCopy())
{
using (new ProfilingSample(cmd, "Clear HTile"))
{
CoreUtils.SetRenderTarget(cmd, m_HTileRT, ClearFlag.Color, Color.black);
}
}
if (m_VolumetricLightingEnabled)
{
ClearVolumetricLightingBuffers(cmd, camera.isFirstFrame);
}
// TEMP: As we are in development and have not all the setup pass we still clear the color in emissive buffer and gbuffer, but this will be removed later.
// Clear the HDR target
using (new ProfilingSample(cmd, "Clear HDR target"))
{
CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.Color, Color.black);
}
// Clear GBuffers
if (!m_Asset.renderingSettings.ShouldUseForwardRenderingOnly())
{
using (new ProfilingSample(cmd, "Clear GBuffer"))
{
CoreUtils.SetRenderTarget(cmd, m_gbufferManager.GetGBuffers(), m_CameraDepthStencilBufferRT, ClearFlag.Color, Color.black);
}
}
// END TEMP
}
}
}
}