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236 行
11 KiB

using System;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
internal class DefaultRendererSetup : IRendererSetup
{
private DepthOnlyPass m_DepthOnlyPass;
private DirectionalShadowsPass m_DirectionalShadowPass;
private LocalShadowsPass m_LocalShadowPass;
private SetupForwardRenderingPass m_SetupForwardRenderingPass;
private ScreenSpaceShadowResolvePass m_ScreenSpaceShadowResolvePass;
private CreateLightweightRenderTexturesPass m_CreateLightweightRenderTexturesPass;
private BeginXRRenderingPass m_BeginXrRenderingPass;
private SetupLightweightConstanstPass m_SetupLightweightConstants;
private RenderOpaqueForwardPass m_RenderOpaqueForwardPass;
private OpaquePostProcessPass m_OpaquePostProcessPass;
private DrawSkyboxPass m_DrawSkyboxPass;
private CopyDepthPass m_CopyDepthPass;
private CopyColorPass m_CopyColorPass;
private RenderTransparentForwardPass m_RenderTransparentForwardPass;
private TransparentPostProcessPass m_TransparentPostProcessPass;
private FinalBlitPass m_FinalBlitPass;
private EndXRRenderingPass m_EndXrRenderingPass;
#if UNITY_EDITOR
private SceneViewDepthCopyPass m_SceneViewDepthCopyPass;
#endif
private RenderTargetHandle ColorAttachment;
private RenderTargetHandle DepthAttachment;
private RenderTargetHandle DepthTexture;
private RenderTargetHandle OpaqueColor;
private RenderTargetHandle DirectionalShadowmap;
private RenderTargetHandle LocalShadowmap;
private RenderTargetHandle ScreenSpaceShadowmap;
[NonSerialized]
private bool m_Initialized = false;
private void Init()
{
if (m_Initialized)
return;
m_DepthOnlyPass = new DepthOnlyPass();
m_DirectionalShadowPass = new DirectionalShadowsPass();
m_LocalShadowPass = new LocalShadowsPass();
m_SetupForwardRenderingPass = new SetupForwardRenderingPass();
m_ScreenSpaceShadowResolvePass = new ScreenSpaceShadowResolvePass();
m_CreateLightweightRenderTexturesPass = new CreateLightweightRenderTexturesPass();
m_BeginXrRenderingPass = new BeginXRRenderingPass();
m_SetupLightweightConstants = new SetupLightweightConstanstPass();
m_RenderOpaqueForwardPass = new RenderOpaqueForwardPass();
m_OpaquePostProcessPass = new OpaquePostProcessPass();
m_DrawSkyboxPass = new DrawSkyboxPass();
m_CopyDepthPass = new CopyDepthPass();
m_CopyColorPass = new CopyColorPass();
m_RenderTransparentForwardPass = new RenderTransparentForwardPass();
m_TransparentPostProcessPass = new TransparentPostProcessPass();
m_FinalBlitPass = new FinalBlitPass();
m_EndXrRenderingPass = new EndXRRenderingPass();
#if UNITY_EDITOR
m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass();
#endif
// RenderTexture format depends on camera and pipeline (HDR, non HDR, etc)
// Samples (MSAA) depend on camera and pipeline
ColorAttachment.Init("_CameraColorTexture");
DepthAttachment.Init("_CameraDepthAttachment");
DepthTexture.Init("_CameraDepthTexture");
OpaqueColor.Init("_CameraOpaqueTexture");
DirectionalShadowmap.Init("_DirectionalShadowmapTexture");
LocalShadowmap.Init("_LocalShadowmapTexture");
ScreenSpaceShadowmap.Init("_ScreenSpaceShadowMapTexture");
m_Initialized = true;
}
public void Setup(ScriptableRenderer renderer, ref RenderingData renderingData)
{
Init();
Camera camera = renderingData.cameraData.camera;
renderer.SetupPerObjectLightIndices(ref renderingData.cullResults, ref renderingData.lightData);
RenderTextureDescriptor baseDescriptor = ScriptableRenderer.CreateRenderTextureDescriptor(ref renderingData.cameraData);
RenderTextureDescriptor shadowDescriptor = baseDescriptor;
shadowDescriptor.dimension = TextureDimension.Tex2D;
bool requiresDepthPrepass = renderingData.shadowData.requiresScreenSpaceShadowResolve || renderingData.cameraData.isSceneViewCamera ||
(renderingData.cameraData.requiresDepthTexture && !CanCopyDepth(ref renderingData.cameraData));
// For now VR requires a depth prepass until we figure out how to properly resolve texture2DMS in stereo
requiresDepthPrepass |= renderingData.cameraData.isStereoEnabled;
if (renderingData.shadowData.renderDirectionalShadows)
{
m_DirectionalShadowPass.Setup(DirectionalShadowmap);
renderer.EnqueuePass(m_DirectionalShadowPass);
}
if (renderingData.shadowData.renderLocalShadows)
{
m_LocalShadowPass.Setup(LocalShadowmap, renderer.maxVisibleLocalLights);
renderer.EnqueuePass(m_LocalShadowPass);
}
renderer.EnqueuePass(m_SetupForwardRenderingPass);
if (requiresDepthPrepass)
{
m_DepthOnlyPass.Setup(baseDescriptor, DepthTexture, SampleCount.One);
renderer.EnqueuePass(m_DepthOnlyPass);
foreach (var pass in camera.GetComponents<IAfterDepthPrePass>())
renderer.EnqueuePass(pass.GetPassToEnqueue(m_DepthOnlyPass.descriptor, DepthTexture));
}
if (renderingData.shadowData.renderDirectionalShadows &&
renderingData.shadowData.requiresScreenSpaceShadowResolve)
{
m_ScreenSpaceShadowResolvePass.Setup(baseDescriptor, ScreenSpaceShadowmap);
renderer.EnqueuePass(m_ScreenSpaceShadowResolvePass);
}
bool requiresRenderToTexture = ScriptableRenderer.RequiresIntermediateColorTexture(ref renderingData.cameraData, baseDescriptor);
RenderTargetHandle colorHandle = RenderTargetHandle.CameraTarget;
RenderTargetHandle depthHandle = RenderTargetHandle.CameraTarget;
if (requiresRenderToTexture)
{
colorHandle = ColorAttachment;
depthHandle = DepthAttachment;
var sampleCount = (SampleCount)renderingData.cameraData.msaaSamples;
m_CreateLightweightRenderTexturesPass.Setup(baseDescriptor, colorHandle, depthHandle, sampleCount);
renderer.EnqueuePass(m_CreateLightweightRenderTexturesPass);
}
if (renderingData.cameraData.isStereoEnabled)
renderer.EnqueuePass(m_BeginXrRenderingPass);
RendererConfiguration rendererConfiguration = ScriptableRenderer.GetRendererConfiguration(renderingData.lightData.totalAdditionalLightsCount);
m_SetupLightweightConstants.Setup(renderer.maxVisibleLocalLights, renderer.perObjectLightIndices);
renderer.EnqueuePass(m_SetupLightweightConstants);
m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, ScriptableRenderer.GetCameraClearFlag(camera), camera.backgroundColor, rendererConfiguration);
renderer.EnqueuePass(m_RenderOpaqueForwardPass);
foreach (var pass in camera.GetComponents<IAfterOpaquePass>())
renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle));
if (renderingData.cameraData.postProcessEnabled &&
renderingData.cameraData.postProcessLayer.HasOpaqueOnlyEffects(renderer.postProcessingContext))
{
m_OpaquePostProcessPass.Setup(renderer.postProcessingContext, baseDescriptor, colorHandle);
renderer.EnqueuePass(m_OpaquePostProcessPass);
foreach (var pass in camera.GetComponents<IAfterOpaquePostProcess>())
renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle));
}
if (camera.clearFlags == CameraClearFlags.Skybox)
{
m_DrawSkyboxPass.Setup(colorHandle, depthHandle);
renderer.EnqueuePass(m_DrawSkyboxPass);
}
foreach (var pass in camera.GetComponents<IAfterSkyboxPass>())
renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle));
if (renderingData.cameraData.requiresDepthTexture && !requiresDepthPrepass)
{
m_CopyDepthPass.Setup(depthHandle, DepthTexture);
renderer.EnqueuePass(m_CopyDepthPass);
}
if (renderingData.cameraData.requiresOpaqueTexture)
{
m_CopyColorPass.Setup(colorHandle, OpaqueColor);
renderer.EnqueuePass(m_CopyColorPass);
}
m_RenderTransparentForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, rendererConfiguration);
renderer.EnqueuePass(m_RenderTransparentForwardPass);
foreach (var pass in camera.GetComponents<IAfterTransparentPass>())
renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle));
if (!renderingData.cameraData.isStereoEnabled && renderingData.cameraData.postProcessEnabled)
{
m_TransparentPostProcessPass.Setup(renderer.postProcessingContext, baseDescriptor, colorHandle, BuiltinRenderTextureType.CameraTarget);
renderer.EnqueuePass(m_TransparentPostProcessPass);
}
else if (!renderingData.cameraData.isOffscreenRender && colorHandle != RenderTargetHandle.CameraTarget)
{
m_FinalBlitPass.Setup(baseDescriptor, colorHandle);
renderer.EnqueuePass(m_FinalBlitPass);
}
foreach (var pass in camera.GetComponents<IAfterRender>())
renderer.EnqueuePass(pass.GetPassToEnqueue());
if (renderingData.cameraData.isStereoEnabled)
{
renderer.EnqueuePass(m_EndXrRenderingPass);
}
#if UNITY_EDITOR
if (renderingData.cameraData.isSceneViewCamera)
{
m_SceneViewDepthCopyPass.Setup(DepthTexture);
renderer.EnqueuePass(m_SceneViewDepthCopyPass);
}
#endif
}
bool CanCopyDepth(ref CameraData cameraData)
{
bool msaaEnabledForCamera = (int)cameraData.msaaSamples > 1;
bool supportsTextureCopy = SystemInfo.copyTextureSupport != CopyTextureSupport.None;
bool supportsDepthTarget = SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.Depth);
bool supportsDepthCopy = !msaaEnabledForCamera && (supportsDepthTarget || supportsTextureCopy);
// TODO: We don't have support to highp Texture2DMS currently and this breaks depth precision.
// currently disabling it until shader changes kick in.
//bool msaaDepthResolve = msaaEnabledForCamera && SystemInfo.supportsMultisampledTextures != 0;
bool msaaDepthResolve = false;
return supportsDepthCopy || msaaDepthResolve;
}
}
}