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
 
 
 
 

1146 行
57 KiB

using System;
using System.Collections.Generic;
using System.Diagnostics;
#if UNITY_EDITOR
using UnityEditor.Experimental.Rendering.LightweightPipeline;
#endif
using UnityEngine.Experimental.GlobalIllumination;
using UnityEngine.Rendering;
using UnityEngine.Rendering.PostProcessing;
using UnityEngine.XR;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public struct LightData
{
public int pixelAdditionalLightsCount;
public int totalAdditionalLightsCount;
public int mainLightIndex;
public List<VisibleLight> visibleLights;
public List<int> localLightIndices;
}
public enum MixedLightingSetup
{
None = 0,
ShadowMask,
Subtractive,
};
public static class CameraRenderTargetID
{
// Camera color target. Not used when camera is rendering to backbuffer or camera
// is rendering to a texture (offscreen camera)
public static int color;
// Camera copy color texture. In case there is a single BeforeTransparent postFX
// we need use copyColor RT as a work RT.
public static int copyColor;
// Camera depth target. Only used when post processing, soft particles, or screen space shadows are enabled.
public static int depth;
// If soft particles are enabled and no depth prepass is performed we need to copy depth.
public static int depthCopy;
// Camera opaque target. Used for accessing screen contents during transparent pass.
public static int opaque;
}
public partial class LightweightPipeline : RenderPipeline
{
private readonly LightweightPipelineAsset m_Asset;
private LightweightShadowPass m_ShadowPass;
// Maximum amount of visible lights the shader can process. This controls the constant global light buffer size.
// It must match the MAX_VISIBLE_LIGHTS in LightweightInput.cginc
private static readonly int kMaxVisibleLocalLights = 16;
// Lights are culled per-object. In platforms that don't use StructuredBuffer
// the engine will set 4 light indices in the following constant unity_4LightIndices0
// Additionally the engine set unity_4LightIndices1 but LWRP doesn't use that.
private static readonly int kMaxNonIndexedLocalLights = 4;
private static readonly int kMaxVertexLights = 4;
private const int kDepthStencilBufferBits = 32;
private static readonly float kRenderScaleThreshold = 0.05f;
private bool m_IsOffscreenCamera;
private Vector4 kDefaultLightPosition = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
private Vector4 kDefaultLightColor = Color.black;
private Vector4 kDefaultLightAttenuation = new Vector4(0.0f, 1.0f, 0.0f, 1.0f);
private Vector4 kDefaultLightSpotDirection = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
private Vector4 kDefaultLightSpotAttenuation = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
private Vector4[] m_LightPositions = new Vector4[kMaxVisibleLocalLights];
private Vector4[] m_LightColors = new Vector4[kMaxVisibleLocalLights];
private Vector4[] m_LightDistanceAttenuations = new Vector4[kMaxVisibleLocalLights];
private Vector4[] m_LightSpotDirections = new Vector4[kMaxVisibleLocalLights];
private Vector4[] m_LightSpotAttenuations = new Vector4[kMaxVisibleLocalLights];
private Camera m_CurrCamera;
private RenderTargetIdentifier m_CurrCameraColorRT;
private RenderTargetIdentifier m_ColorRT;
private RenderTargetIdentifier m_CopyColorRT;
private RenderTargetIdentifier m_DepthRT;
private RenderTargetIdentifier m_CopyDepth;
private RenderTargetIdentifier m_Color;
private float[] m_OpaqueScalerValues = {1.0f, 0.5f, 0.25f, 0.25f};
private float m_RenderScale;
private bool m_IntermediateTextureArray;
private bool m_RequireDepthTexture;
private bool m_RequireCopyColor;
private bool m_DepthRenderBuffer;
private MixedLightingSetup m_MixedLightingSetup;
private ComputeBuffer m_LightIndicesBuffer;
private List<int> m_LocalLightIndices;
private int m_MaxLocalLightsShadedPerPass;
private bool m_UseComputeBuffer;
// Pipeline pass names
private static readonly ShaderPassName m_DepthPrepass = new ShaderPassName("DepthOnly");
private static readonly ShaderPassName m_LitPassName = new ShaderPassName("LightweightForward");
private static readonly ShaderPassName m_UnlitPassName = new ShaderPassName("SRPDefaultUnlit"); // Renders all shaders without a lightmode tag
// Legacy pass names
public static readonly ShaderPassName s_AlwaysName = new ShaderPassName("Always");
public static readonly ShaderPassName s_ForwardBaseName = new ShaderPassName("ForwardBase");
public static readonly ShaderPassName s_PrepassBaseName = new ShaderPassName("PrepassBase");
public static readonly ShaderPassName s_VertexName = new ShaderPassName("Vertex");
public static readonly ShaderPassName s_VertexLMRGBMName = new ShaderPassName("VertexLMRGBM");
public static readonly ShaderPassName s_VertexLMName = new ShaderPassName("VertexLM");
public static readonly ShaderPassName[] s_LegacyPassNames =
{
s_AlwaysName, s_ForwardBaseName, s_PrepassBaseName, s_VertexName, s_VertexLMRGBMName, s_VertexLMName
};
private RenderTextureFormat m_ColorFormat;
private PostProcessRenderContext m_PostProcessRenderContext;
private PostProcessLayer m_CameraPostProcessLayer;
private CameraComparer m_CameraComparer = new CameraComparer();
private Material m_BlitMaterial;
private Material m_CopyDepthMaterial;
private Material m_ErrorMaterial;
private Material m_SamplingMaterial;
private int m_SampleOffset;
private int m_BlitTexID = Shader.PropertyToID("_BlitTex");
private CopyTextureSupport m_CopyTextureSupport;
public LightweightPipeline(LightweightPipelineAsset asset)
{
m_Asset = asset;
SetRenderingFeatures();
SetPipelineCapabilities(asset);
PerFrameBuffer._GlossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor");
PerFrameBuffer._SubtractiveShadowColor = Shader.PropertyToID("_SubtractiveShadowColor");
// Lights are culled per-camera. Therefore we need to reset light buffers on each camera render
PerCameraBuffer._MainLightPosition = Shader.PropertyToID("_MainLightPosition");
PerCameraBuffer._MainLightColor = Shader.PropertyToID("_MainLightColor");
PerCameraBuffer._MainLightCookie = Shader.PropertyToID("_MainLightCookie");
PerCameraBuffer._WorldToLight = Shader.PropertyToID("_WorldToLight");
PerCameraBuffer._AdditionalLightCount = Shader.PropertyToID("_AdditionalLightCount");
PerCameraBuffer._AdditionalLightPosition = Shader.PropertyToID("_AdditionalLightPosition");
PerCameraBuffer._AdditionalLightColor = Shader.PropertyToID("_AdditionalLightColor");
PerCameraBuffer._AdditionalLightDistanceAttenuation = Shader.PropertyToID("_AdditionalLightDistanceAttenuation");
PerCameraBuffer._AdditionalLightSpotDir = Shader.PropertyToID("_AdditionalLightSpotDir");
PerCameraBuffer._AdditionalLightSpotAttenuation = Shader.PropertyToID("_AdditionalLightSpotAttenuation");
PerCameraBuffer._LightIndexBuffer = Shader.PropertyToID("_LightIndexBuffer");
PerCameraBuffer._ScaledScreenParams = Shader.PropertyToID("_ScaledScreenParams");
CameraRenderTargetID.color = Shader.PropertyToID("_CameraColorRT");
CameraRenderTargetID.copyColor = Shader.PropertyToID("_CameraCopyColorRT");
CameraRenderTargetID.depth = Shader.PropertyToID("_CameraDepthTexture");
CameraRenderTargetID.depthCopy = Shader.PropertyToID("_CameraCopyDepthTexture");
CameraRenderTargetID.opaque = Shader.PropertyToID("_CameraOpaqueTexture");
m_SampleOffset = Shader.PropertyToID("_SampleOffset");
m_ColorRT = new RenderTargetIdentifier(CameraRenderTargetID.color);
m_CopyColorRT = new RenderTargetIdentifier(CameraRenderTargetID.copyColor);
m_DepthRT = new RenderTargetIdentifier(CameraRenderTargetID.depth);
m_CopyDepth = new RenderTargetIdentifier(CameraRenderTargetID.depthCopy);
m_PostProcessRenderContext = new PostProcessRenderContext();
m_CopyTextureSupport = SystemInfo.copyTextureSupport;
// TODO: Profile performance of using ComputeBuffer on mobiles that support it vs
// fixed buffer size
if (Application.isMobilePlatform || Application.platform == RuntimePlatform.WebGLPlayer)
m_UseComputeBuffer = false;
else
m_UseComputeBuffer = true;
m_LightIndicesBuffer = null;
m_MaxLocalLightsShadedPerPass = m_UseComputeBuffer ? kMaxVisibleLocalLights : kMaxNonIndexedLocalLights;
m_LocalLightIndices = new List<int>(m_MaxLocalLightsShadedPerPass);
m_ShadowPass = new LightweightShadowPass(m_Asset, m_MaxLocalLightsShadedPerPass);
// Let engine know we have MSAA on for cases where we support MSAA backbuffer
if (QualitySettings.antiAliasing != m_Asset.MSAASampleCount)
QualitySettings.antiAliasing = m_Asset.MSAASampleCount;
Shader.globalRenderPipeline = "LightweightPipeline";
m_BlitMaterial = CoreUtils.CreateEngineMaterial(m_Asset.BlitShader);
m_CopyDepthMaterial = CoreUtils.CreateEngineMaterial(m_Asset.CopyDepthShader);
m_SamplingMaterial = CoreUtils.CreateEngineMaterial(m_Asset.SamplingShader);
m_ErrorMaterial = CoreUtils.CreateEngineMaterial("Hidden/InternalErrorShader");
}
public override void Dispose()
{
base.Dispose();
Shader.globalRenderPipeline = "";
SupportedRenderingFeatures.active = new SupportedRenderingFeatures();
CoreUtils.Destroy(m_ErrorMaterial);
CoreUtils.Destroy(m_CopyDepthMaterial);
CoreUtils.Destroy(m_BlitMaterial);
CoreUtils.Destroy(m_SamplingMaterial);
#if UNITY_EDITOR
SceneViewDrawMode.ResetDrawMode();
#endif
if (m_LightIndicesBuffer != null)
{
m_LightIndicesBuffer.Release();
m_LightIndicesBuffer = null;
}
}
private void SetRenderingFeatures()
{
#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
}
CullResults m_CullResults;
public override void Render(ScriptableRenderContext context, Camera[] cameras)
{
base.Render(context, cameras);
RenderPipeline.BeginFrameRendering(cameras);
GraphicsSettings.lightsUseLinearIntensity = true;
SetupPerFrameShaderConstants();
// Sort cameras array by camera depth
Array.Sort(cameras, m_CameraComparer);
foreach (Camera camera in cameras)
{
m_CurrCamera = camera;
bool sceneViewCamera = m_CurrCamera.cameraType == CameraType.SceneView;
bool stereoEnabled = IsStereoEnabled(m_CurrCamera);
// Disregard variations around kRenderScaleThreshold.
m_RenderScale = (Mathf.Abs(1.0f - m_Asset.RenderScale) < kRenderScaleThreshold) ? 1.0f : m_Asset.RenderScale;
// XR has it's own scaling mechanism.
m_RenderScale = (m_CurrCamera.cameraType == CameraType.Game && !stereoEnabled) ? m_RenderScale : 1.0f;
m_IsOffscreenCamera = m_CurrCamera.targetTexture != null && m_CurrCamera.cameraType != CameraType.SceneView;
SetupPerCameraShaderConstants();
RenderPipeline.BeginCameraRendering(m_CurrCamera);
ScriptableCullingParameters cullingParameters;
if (!CullResults.GetCullingParameters(m_CurrCamera, stereoEnabled, out cullingParameters))
continue;
var cmd = CommandBufferPool.Get("");
cullingParameters.shadowDistance = Mathf.Min(m_ShadowPass.RenderingDistance, m_CurrCamera.farClipPlane);
#if UNITY_EDITOR
// Emit scene view UI
if (sceneViewCamera)
ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
#endif
CullResults.Cull(ref cullingParameters, context, ref m_CullResults);
List<VisibleLight> visibleLights = m_CullResults.visibleLights;
LightData lightData;
InitializeLightData(visibleLights, out lightData);
bool screenspaceShadows = m_ShadowPass.Execute(ref m_CullResults, ref lightData, ref context);
FrameRenderingConfiguration frameRenderingConfiguration;
SetupFrameRenderingConfiguration(out frameRenderingConfiguration, screenspaceShadows, stereoEnabled, sceneViewCamera);
SetupIntermediateResources(frameRenderingConfiguration, screenspaceShadows, ref context);
// SetupCameraProperties does the following:
// Setup Camera RenderTarget and Viewport
// VR Camera Setup and SINGLE_PASS_STEREO props
// Setup camera view, proj and their inv matrices.
// Setup properties: _WorldSpaceCameraPos, _ProjectionParams, _ScreenParams, _ZBufferParams, unity_OrthoParams
// Setup camera world clip planes props
// setup HDR keyword
// Setup global time properties (_Time, _SinTime, _CosTime)
context.SetupCameraProperties(m_CurrCamera, stereoEnabled);
if (LightweightUtils.HasFlag(frameRenderingConfiguration, FrameRenderingConfiguration.DepthPrePass))
DepthPass(ref context, frameRenderingConfiguration);
if (screenspaceShadows)
m_ShadowPass.CollectShadows(m_CurrCamera, frameRenderingConfiguration, ref context);
ForwardPass(frameRenderingConfiguration, ref lightData, ref context);
cmd.name = "After Camera Render";
#if UNITY_EDITOR
if (sceneViewCamera)
CopyTexture(cmd, CameraRenderTargetID.depth, BuiltinRenderTextureType.CameraTarget, m_CopyDepthMaterial, true);
#endif
context.Submit();
cmd.ReleaseTemporaryRT(CameraRenderTargetID.depthCopy);
cmd.ReleaseTemporaryRT(CameraRenderTargetID.depth);
cmd.ReleaseTemporaryRT(CameraRenderTargetID.color);
cmd.ReleaseTemporaryRT(CameraRenderTargetID.copyColor);
cmd.ReleaseTemporaryRT(CameraRenderTargetID.opaque);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
m_ShadowPass.Dispose(cmd);
context.Submit();
}
}
private void DepthPass(ref ScriptableRenderContext context, FrameRenderingConfiguration frameRenderingConfiguration)
{
CommandBuffer cmd = CommandBufferPool.Get("Depth Prepass");
SetRenderTarget(cmd, m_DepthRT, ClearFlag.Depth);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
var opaqueDrawSettings = new DrawRendererSettings(m_CurrCamera, m_DepthPrepass);
opaqueDrawSettings.sorting.flags = SortFlags.CommonOpaque;
var opaqueFilterSettings = new FilterRenderersSettings(true)
{
renderQueueRange = RenderQueueRange.opaque
};
LightweightUtils.StartStereoRendering(m_CurrCamera, ref context, frameRenderingConfiguration);
context.DrawRenderers(m_CullResults.visibleRenderers, ref opaqueDrawSettings, opaqueFilterSettings);
LightweightUtils.StopStereoRendering(m_CurrCamera, ref context, frameRenderingConfiguration);
}
private void OpaqueTexturePass(ref ScriptableRenderContext context, FrameRenderingConfiguration frameRenderingConfiguration)
{
var opaqueScaler = m_OpaqueScalerValues[(int)m_Asset.OpaqueDownsampling];
RenderTextureDescriptor opaqueDesc = CreateRTDesc(frameRenderingConfiguration, opaqueScaler);
CommandBuffer cmd = CommandBufferPool.Get("Opaque Copy");
cmd.GetTemporaryRT(CameraRenderTargetID.opaque, opaqueDesc, m_Asset.OpaqueDownsampling == Downsampling.None ? FilterMode.Point : FilterMode.Bilinear);
switch(m_Asset.OpaqueDownsampling)
{
case Downsampling.None:
cmd.Blit(m_CurrCameraColorRT, CameraRenderTargetID.opaque);
break;
case Downsampling._2xBilinear:
cmd.Blit(m_CurrCameraColorRT, CameraRenderTargetID.opaque);
break;
case Downsampling._4xBox:
m_SamplingMaterial.SetFloat(m_SampleOffset, 2);
cmd.Blit(m_CurrCameraColorRT, CameraRenderTargetID.opaque, m_SamplingMaterial, 0);
break;
case Downsampling._4xBilinear:
cmd.Blit(m_CurrCameraColorRT, CameraRenderTargetID.opaque);
break;
}
SetRenderTarget(cmd, m_CurrCameraColorRT, m_DepthRT);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
private void ForwardPass(FrameRenderingConfiguration frameRenderingConfiguration, ref LightData lightData, ref ScriptableRenderContext context)
{
SetupShaderConstants(ref lightData, ref context);
RendererConfiguration rendererSettings = GetRendererSettings(ref lightData);
BeginForwardRendering(ref context, frameRenderingConfiguration);
RenderOpaques(ref context, rendererSettings);
AfterOpaque(ref context, frameRenderingConfiguration);
RenderTransparents(ref context, rendererSettings);
AfterTransparent(ref context, frameRenderingConfiguration);
EndForwardRendering(ref context, frameRenderingConfiguration);
}
private void RenderOpaques(ref ScriptableRenderContext context, RendererConfiguration settings)
{
var opaqueDrawSettings = new DrawRendererSettings(m_CurrCamera, m_LitPassName);
opaqueDrawSettings.SetShaderPassName(1, m_UnlitPassName);
opaqueDrawSettings.sorting.flags = SortFlags.CommonOpaque;
opaqueDrawSettings.rendererConfiguration = settings;
var opaqueFilterSettings = new FilterRenderersSettings(true)
{
renderQueueRange = RenderQueueRange.opaque
};
context.DrawRenderers(m_CullResults.visibleRenderers, ref opaqueDrawSettings, opaqueFilterSettings);
// Render objects that did not match any shader pass with error shader
RenderObjectsWithError(ref context, opaqueFilterSettings, SortFlags.None);
if (m_CurrCamera.clearFlags == CameraClearFlags.Skybox)
context.DrawSkybox(m_CurrCamera);
}
private void AfterOpaque(ref ScriptableRenderContext context, FrameRenderingConfiguration config)
{
if (m_RequireDepthTexture)
{
CommandBuffer cmd = CommandBufferPool.Get("After Opaque");
cmd.SetGlobalTexture(CameraRenderTargetID.depth, m_DepthRT);
bool setRenderTarget = false;
RenderTargetIdentifier depthRT = m_DepthRT;
// TODO: There's currently an issue in the PostFX stack that has a one frame delay when an effect is enabled/disabled
// when an effect is disabled, HasOpaqueOnlyEffects returns true in the first frame, however inside render the effect
// state is update, causing RenderPostProcess here to not blit to FinalColorRT. Until the next frame the RT will have garbage.
if (LightweightUtils.HasFlag(config, FrameRenderingConfiguration.BeforeTransparentPostProcess))
{
// When only have one effect in the stack we blit to a work RT then blit it back to active color RT.
// This seems like an extra blit but it saves us a depth copy/blit which has some corner cases like msaa depth resolve.
if (m_RequireCopyColor)
{
RenderPostProcess(cmd, m_CurrCameraColorRT, m_CopyColorRT, true);
cmd.Blit(m_CopyColorRT, m_CurrCameraColorRT);
}
else
RenderPostProcess(cmd, m_CurrCameraColorRT, m_CurrCameraColorRT, true);
setRenderTarget = true;
SetRenderTarget(cmd, m_CurrCameraColorRT, m_DepthRT);
}
if (LightweightUtils.HasFlag(config, FrameRenderingConfiguration.DepthCopy))
{
CopyTexture(cmd, m_DepthRT, m_CopyDepth, m_CopyDepthMaterial);
depthRT = m_CopyDepth;
setRenderTarget = true;
}
if (setRenderTarget)
SetRenderTarget(cmd, m_CurrCameraColorRT, depthRT);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
if(m_Asset.RequireOpaqueTexture)
{
OpaqueTexturePass(ref context, config);
}
}
private void RenderTransparents(ref ScriptableRenderContext context, RendererConfiguration config)
{
var transparentSettings = new DrawRendererSettings(m_CurrCamera, m_LitPassName);
transparentSettings.SetShaderPassName(1, m_UnlitPassName);
transparentSettings.sorting.flags = SortFlags.CommonTransparent;
transparentSettings.rendererConfiguration = config;
var transparentFilterSettings = new FilterRenderersSettings(true)
{
renderQueueRange = RenderQueueRange.transparent
};
context.DrawRenderers(m_CullResults.visibleRenderers, ref transparentSettings, transparentFilterSettings);
// Render objects that did not match any shader pass with error shader
RenderObjectsWithError(ref context, transparentFilterSettings, SortFlags.None);
}
private void AfterTransparent(ref ScriptableRenderContext context, FrameRenderingConfiguration config)
{
if (!LightweightUtils.HasFlag(config, FrameRenderingConfiguration.PostProcess))
return;
CommandBuffer cmd = CommandBufferPool.Get("After Transparent");
RenderPostProcess(cmd, m_CurrCameraColorRT, BuiltinRenderTextureType.CameraTarget, false);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
private void RenderObjectsWithError(ref ScriptableRenderContext context, FilterRenderersSettings filterSettings, SortFlags sortFlags)
{
if (m_ErrorMaterial != null)
{
DrawRendererSettings errorSettings = new DrawRendererSettings(m_CurrCamera, s_LegacyPassNames[0]);
for (int i = 1; i < s_LegacyPassNames.Length; ++i)
errorSettings.SetShaderPassName(i, s_LegacyPassNames[i]);
errorSettings.sorting.flags = sortFlags;
errorSettings.rendererConfiguration = RendererConfiguration.None;
errorSettings.SetOverrideMaterial(m_ErrorMaterial, 0);
context.DrawRenderers(m_CullResults.visibleRenderers, ref errorSettings, filterSettings);
}
}
private void SetupFrameRenderingConfiguration(out FrameRenderingConfiguration configuration, bool screenspaceShadows, bool stereoEnabled, bool sceneViewCamera)
{
configuration = (stereoEnabled) ? FrameRenderingConfiguration.Stereo : FrameRenderingConfiguration.None;
if (stereoEnabled && XRSettings.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)
m_IntermediateTextureArray = true;
else
m_IntermediateTextureArray = false;
bool hdrEnabled = m_Asset.SupportsHDR && m_CurrCamera.allowHDR;
bool defaultRenderScale = Mathf.Approximately(GetRenderScale(), 1.0f);
bool intermediateTexture = m_CurrCamera.targetTexture != null || m_CurrCamera.cameraType == CameraType.SceneView ||
!defaultRenderScale || hdrEnabled;
m_ColorFormat = hdrEnabled ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default;
m_RequireCopyColor = false;
m_DepthRenderBuffer = false;
m_CameraPostProcessLayer = m_CurrCamera.GetComponent<PostProcessLayer>();
bool msaaEnabled = m_CurrCamera.allowMSAA && m_Asset.MSAASampleCount > 1 && (m_CurrCamera.targetTexture == null || m_CurrCamera.targetTexture.antiAliasing > 1);
// TODO: PostProcessing and SoftParticles are currently not support for VR
bool postProcessEnabled = m_CameraPostProcessLayer != null && m_CameraPostProcessLayer.enabled && !stereoEnabled;
m_RequireDepthTexture = m_Asset.RequireDepthTexture && !stereoEnabled;
if (postProcessEnabled)
{
m_RequireDepthTexture = true;
intermediateTexture = true;
configuration |= FrameRenderingConfiguration.PostProcess;
if (m_CameraPostProcessLayer.HasOpaqueOnlyEffects(m_PostProcessRenderContext))
{
configuration |= FrameRenderingConfiguration.BeforeTransparentPostProcess;
if (m_CameraPostProcessLayer.sortedBundles[PostProcessEvent.BeforeTransparent].Count == 1)
m_RequireCopyColor = true;
}
}
if (sceneViewCamera)
m_RequireDepthTexture = true;
m_RequireDepthTexture = m_RequireDepthTexture || screenspaceShadows;
if (msaaEnabled)
{
configuration |= FrameRenderingConfiguration.Msaa;
intermediateTexture = intermediateTexture || !LightweightUtils.PlatformSupportsMSAABackBuffer();
}
if (m_RequireDepthTexture)
{
// If msaa is enabled we don't use a depth renderbuffer as we might not have support to Texture2DMS to resolve depth.
// Instead we use a depth prepass and whenever depth is needed we use the 1 sample depth from prepass.
// Screen space shadows require depth before opaque shading.
if (!msaaEnabled && !screenspaceShadows)
{
bool supportsDepthCopy = m_CopyTextureSupport != CopyTextureSupport.None && m_Asset.CopyDepthShader.isSupported;
m_DepthRenderBuffer = true;
intermediateTexture = true;
// If requiring a camera depth texture we need separate depth as it reads/write to depth at same time
// Post process doesn't need the copy
if (!m_Asset.RequireDepthTexture && postProcessEnabled)
configuration |= (supportsDepthCopy) ? FrameRenderingConfiguration.DepthCopy : FrameRenderingConfiguration.DepthPrePass;
}
else
{
configuration |= FrameRenderingConfiguration.DepthPrePass;
}
}
Rect cameraRect = m_CurrCamera.rect;
if (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f || Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f))
configuration |= FrameRenderingConfiguration.DefaultViewport;
else
intermediateTexture = true;
if (intermediateTexture)
configuration |= FrameRenderingConfiguration.IntermediateTexture;
}
private RenderTextureDescriptor CreateRTDesc(FrameRenderingConfiguration renderingConfig, float scaler = 1.0f)
{
RenderTextureDescriptor desc;
if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))
desc = XRSettings.eyeTextureDesc;
else
desc = new RenderTextureDescriptor(m_CurrCamera.pixelWidth, m_CurrCamera.pixelHeight);
float renderScale = GetRenderScale();
desc.width = (int)((float)desc.width * renderScale * scaler);
desc.height = (int)((float)desc.height * renderScale * scaler);
return desc;
}
private void SetupIntermediateResources(FrameRenderingConfiguration renderingConfig, bool shadows, ref ScriptableRenderContext context)
{
CommandBuffer cmd = CommandBufferPool.Get("Setup Intermediate Resources");
int msaaSamples = (m_IsOffscreenCamera) ? Math.Min(m_CurrCamera.targetTexture.antiAliasing, m_Asset.MSAASampleCount) : m_Asset.MSAASampleCount;
msaaSamples = (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Msaa)) ? msaaSamples : 1;
m_CurrCameraColorRT = BuiltinRenderTextureType.CameraTarget;
if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture) || m_RequireDepthTexture)
SetupIntermediateRenderTextures(cmd, renderingConfig, shadows, msaaSamples);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
private void SetupIntermediateRenderTextures(CommandBuffer cmd, FrameRenderingConfiguration renderingConfig, bool shadows, int msaaSamples)
{
RenderTextureDescriptor baseDesc = CreateRTDesc(renderingConfig);
if (m_RequireDepthTexture)
{
var depthRTDesc = baseDesc;
depthRTDesc.colorFormat = RenderTextureFormat.Depth;
depthRTDesc.depthBufferBits = kDepthStencilBufferBits;
cmd.GetTemporaryRT(CameraRenderTargetID.depth, depthRTDesc, FilterMode.Point);
if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DepthCopy))
cmd.GetTemporaryRT(CameraRenderTargetID.depthCopy, depthRTDesc, FilterMode.Point);
m_ShadowPass.InitializeResources(cmd, baseDesc);
}
var colorRTDesc = baseDesc;
colorRTDesc.colorFormat = m_ColorFormat;
colorRTDesc.depthBufferBits = kDepthStencilBufferBits; // TODO: does the color RT always need depth?
colorRTDesc.sRGB = true;
colorRTDesc.msaaSamples = msaaSamples;
colorRTDesc.enableRandomWrite = false;
// When offscreen camera current rendertarget is CameraTarget
if (!m_IsOffscreenCamera)
{
cmd.GetTemporaryRT(CameraRenderTargetID.color, colorRTDesc, FilterMode.Bilinear);
m_CurrCameraColorRT = m_ColorRT;
}
// When BeforeTransparent PostFX is enabled and only one effect is in the stack we need to create a temp
// color RT to blit the effect.
if (m_RequireCopyColor)
cmd.GetTemporaryRT(CameraRenderTargetID.copyColor, colorRTDesc, FilterMode.Point);
}
private void SetupShaderConstants(ref LightData lightData, ref ScriptableRenderContext context)
{
CommandBuffer cmd = CommandBufferPool.Get("SetupShaderConstants");
SetupShaderLightConstants(cmd, ref lightData);
SetShaderKeywords(cmd, ref lightData);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
private void InitializeLightData(List<VisibleLight> visibleLights, out LightData lightData)
{
m_LocalLightIndices.Clear();
for (int i = 0; i < visibleLights.Count; ++i)
{
if (visibleLights[i].lightType != LightType.Directional)
m_LocalLightIndices.Add(i);
if (m_LocalLightIndices.Count >= m_MaxLocalLightsShadedPerPass)
break;
}
// Clear to default all light constant data
for (int i = 0; i < kMaxVisibleLocalLights; ++i)
InitializeLightConstants(visibleLights, -1, out m_LightPositions[i],
out m_LightColors[i],
out m_LightDistanceAttenuations[i],
out m_LightSpotDirections[i],
out m_LightSpotAttenuations[i]);
int visibleLightsCount = Math.Min(visibleLights.Count, m_Asset.MaxPixelLights);
lightData.mainLightIndex = GetMainLight(visibleLights);
// If we have a main light we don't shade it in the per-object light loop. We also remove it from the per-object cull list
int mainLightPresent = (lightData.mainLightIndex >= 0) ? 1 : 0;
int additionalPixelLightsCount = Math.Min(visibleLightsCount - mainLightPresent, m_MaxLocalLightsShadedPerPass);
int vertexLightCount = (m_Asset.SupportsVertexLight) ? Math.Min(visibleLights.Count, m_MaxLocalLightsShadedPerPass) - additionalPixelLightsCount : 0;
vertexLightCount = Math.Min(vertexLightCount, kMaxVertexLights);
lightData.pixelAdditionalLightsCount = additionalPixelLightsCount;
lightData.totalAdditionalLightsCount = additionalPixelLightsCount + vertexLightCount;
lightData.visibleLights = visibleLights;
lightData.localLightIndices = m_LocalLightIndices;
m_MixedLightingSetup = MixedLightingSetup.None;
if (lightData.totalAdditionalLightsCount > 0)
{
int[] perObjectLightIndexMap = m_CullResults.GetLightIndexMap();
int directionalLightCount = 0;
// Disable all directional lights from the perobject light indices
for (int i = 0; i < visibleLights.Count; ++i)
{
VisibleLight light = visibleLights[i];
if (light.lightType == LightType.Directional)
{
perObjectLightIndexMap[i] = -1;
++directionalLightCount;
}
else
perObjectLightIndexMap[i] -= directionalLightCount;
}
m_CullResults.SetLightIndexMap(perObjectLightIndexMap);
// if not using a compute buffer, engine will set indices in 2 vec4 constants
// unity_4LightIndices0 and unity_4LightIndices1
if (m_UseComputeBuffer)
{
int lightIndicesCount = m_CullResults.GetLightIndicesCount();
if (lightIndicesCount > 0)
{
if (m_LightIndicesBuffer == null)
{
m_LightIndicesBuffer = new ComputeBuffer(lightIndicesCount, sizeof(int));
}
else if (m_LightIndicesBuffer.count < lightIndicesCount)
{
m_LightIndicesBuffer.Release();
m_LightIndicesBuffer = new ComputeBuffer(lightIndicesCount, sizeof(int));
}
m_CullResults.FillLightIndices(m_LightIndicesBuffer);
}
}
}
}
// Main Light is always a directional light
private int GetMainLight(List<VisibleLight> visibleLights)
{
int totalVisibleLights = visibleLights.Count;
if (totalVisibleLights == 0 || m_Asset.MaxPixelLights == 0)
return -1;
for (int i = 0; i < totalVisibleLights; ++i)
{
VisibleLight currLight = visibleLights[i];
// Particle system lights have the light property as null. We sort lights so all particles lights
// come last. Therefore, if first light is particle light then all lights are particle lights.
// In this case we either have no main light or already found it.
if (currLight.light == null)
break;
// In case no shadow light is present we will return the brightest directional light
if (currLight.lightType == LightType.Directional)
return i;
}
return -1;
}
private void InitializeLightConstants(List<VisibleLight> lights, int lightIndex, out Vector4 lightPos, out Vector4 lightColor, out Vector4 lightDistanceAttenuation, out Vector4 lightSpotDir,
out Vector4 lightSpotAttenuation)
{
lightPos = kDefaultLightPosition;
lightColor = kDefaultLightColor;
lightDistanceAttenuation = kDefaultLightSpotAttenuation;
lightSpotDir = kDefaultLightSpotDirection;
lightSpotAttenuation = kDefaultLightAttenuation;
// When no lights are visible, main light will be set to -1.
// In this case we initialize it to default values and return
if (lightIndex < 0)
return;
VisibleLight lightData = lights[lightIndex];
if (lightData.lightType == LightType.Directional)
{
Vector4 dir = -lightData.localToWorld.GetColumn(2);
lightPos = new Vector4(dir.x, dir.y, dir.z, 0.0f);
}
else
{
Vector4 pos = lightData.localToWorld.GetColumn(3);
lightPos = new Vector4(pos.x, pos.y, pos.z, 1.0f);
}
// VisibleLight.finalColor already returns color in active color space
lightColor = lightData.finalColor;
// Directional Light attenuation is initialize so distance attenuation always be 1.0
if (lightData.lightType != LightType.Directional)
{
// Light attenuation in lightweight matches the unity vanilla one.
// attenuation = 1.0 / 1.0 + distanceToLightSqr * quadraticAttenuation
// then a smooth factor is applied to linearly fade attenuation to light range
// the attenuation smooth factor starts having effect at 80% of light range
// smoothFactor = (lightRangeSqr - distanceToLightSqr) / (lightRangeSqr - fadeStartDistanceSqr)
// We rewrite smoothFactor to be able to pre compute the constant terms below and apply the smooth factor
// with one MAD instruction
// smoothFactor = distanceSqr * (1.0 / (fadeDistanceSqr - lightRangeSqr)) + (-lightRangeSqr / (fadeDistanceSqr - lightRangeSqr)
// distanceSqr * oneOverFadeRangeSqr + lightRangeSqrOverFadeRangeSqr
float lightRangeSqr = lightData.range * lightData.range;
float fadeStartDistanceSqr = 0.8f * 0.8f * lightRangeSqr;
float fadeRangeSqr = (fadeStartDistanceSqr - lightRangeSqr);
float oneOverFadeRangeSqr = 1.0f / fadeRangeSqr;
float lightRangeSqrOverFadeRangeSqr = -lightRangeSqr / fadeRangeSqr;
float quadAtten = 25.0f / lightRangeSqr;
lightDistanceAttenuation = new Vector4(quadAtten, oneOverFadeRangeSqr, lightRangeSqrOverFadeRangeSqr, 1.0f);
}
if (lightData.lightType == LightType.Spot)
{
Vector4 dir = lightData.localToWorld.GetColumn(2);
lightSpotDir = new Vector4(-dir.x, -dir.y, -dir.z, 0.0f);
// Spot Attenuation with a linear falloff can be defined as
// (SdotL - cosOuterAngle) / (cosInnerAngle - cosOuterAngle)
// This can be rewritten as
// invAngleRange = 1.0 / (cosInnerAngle - cosOuterAngle)
// SdotL * invAngleRange + (-cosOuterAngle * invAngleRange)
// If we precompute the terms in a MAD instruction
float cosOuterAngle = Mathf.Cos(Mathf.Deg2Rad * lightData.spotAngle * 0.5f);
// We neeed to do a null check for particle lights
// This should be changed in the future
// Particle lights will use an inline function
float cosInnerAngle;
if (lightData.light != null)
cosInnerAngle = Mathf.Cos(LightmapperUtils.ExtractInnerCone(lightData.light) * 0.5f);
else
cosInnerAngle = Mathf.Cos((2.0f * Mathf.Atan(Mathf.Tan(lightData.spotAngle * 0.5f * Mathf.Deg2Rad) * (64.0f - 18.0f) / 64.0f)) * 0.5f);
float smoothAngleRange = Mathf.Max(0.001f, cosInnerAngle - cosOuterAngle);
float invAngleRange = 1.0f / smoothAngleRange;
float add = -cosOuterAngle * invAngleRange;
lightSpotAttenuation = new Vector4(invAngleRange, add, 0.0f);
}
Light light = lightData.light;
// TODO: Add support to shadow mask
if (light != null && light.bakingOutput.mixedLightingMode == MixedLightingMode.Subtractive && light.bakingOutput.lightmapBakeType == LightmapBakeType.Mixed)
{
if (m_MixedLightingSetup == MixedLightingSetup.None && lightData.light.shadows != LightShadows.None)
{
m_MixedLightingSetup = MixedLightingSetup.Subtractive;
lightDistanceAttenuation.w = 0.0f;
}
}
}
private void SetupPerFrameShaderConstants()
{
// When glossy reflections are OFF in the shader we set a constant color to use as indirect specular
SphericalHarmonicsL2 ambientSH = RenderSettings.ambientProbe;
Color linearGlossyEnvColor = new Color(ambientSH[0, 0], ambientSH[1, 0], ambientSH[2, 0]) * RenderSettings.reflectionIntensity;
Color glossyEnvColor = CoreUtils.ConvertLinearToActiveColorSpace(linearGlossyEnvColor);
Shader.SetGlobalVector(PerFrameBuffer._GlossyEnvironmentColor, glossyEnvColor);
// Used when subtractive mode is selected
Shader.SetGlobalVector(PerFrameBuffer._SubtractiveShadowColor, CoreUtils.ConvertSRGBToActiveColorSpace(RenderSettings.subtractiveShadowColor));
}
private void SetupPerCameraShaderConstants()
{
float cameraWidth = GetScaledCameraWidth(m_CurrCamera);
float cameraHeight = GetScaledCameraHeight(m_CurrCamera);
Shader.SetGlobalVector(PerCameraBuffer._ScaledScreenParams, new Vector4(cameraWidth, cameraHeight, 1.0f + 1.0f / cameraWidth, 1.0f + 1.0f / cameraHeight));
}
private void SetupShaderLightConstants(CommandBuffer cmd, ref LightData lightData)
{
// Main light has an optimized shader path for main light. This will benefit games that only care about a single light.
// Lightweight pipeline also supports only a single shadow light, if available it will be the main light.
SetupMainLightConstants(cmd, ref lightData);
SetupAdditionalLightConstants(cmd, ref lightData);
}
private void SetupMainLightConstants(CommandBuffer cmd, ref LightData lightData)
{
Vector4 lightPos, lightColor, lightDistanceAttenuation, lightSpotDir, lightSpotAttenuation;
List<VisibleLight> lights = lightData.visibleLights;
InitializeLightConstants(lightData.visibleLights, lightData.mainLightIndex, out lightPos, out lightColor, out lightDistanceAttenuation, out lightSpotDir, out lightSpotAttenuation);
if (lightData.mainLightIndex >= 0)
{
VisibleLight mainLight = lights[lightData.mainLightIndex];
Light mainLightRef = mainLight.light;
if (LightweightUtils.IsSupportedCookieType(mainLight.lightType) && mainLightRef.cookie != null)
{
Matrix4x4 lightCookieMatrix;
LightweightUtils.GetLightCookieMatrix(mainLight, out lightCookieMatrix);
cmd.SetGlobalTexture(PerCameraBuffer._MainLightCookie, mainLightRef.cookie);
cmd.SetGlobalMatrix(PerCameraBuffer._WorldToLight, lightCookieMatrix);
}
}
cmd.SetGlobalVector(PerCameraBuffer._MainLightPosition, new Vector4(lightPos.x, lightPos.y, lightPos.z, lightDistanceAttenuation.w));
cmd.SetGlobalVector(PerCameraBuffer._MainLightColor, lightColor);
}
private void SetupAdditionalLightConstants(CommandBuffer cmd, ref LightData lightData)
{
List<VisibleLight> lights = lightData.visibleLights;
if (lightData.totalAdditionalLightsCount > 0)
{
int localLightsCount = 0;
for (int i = 0; i < lights.Count && localLightsCount < kMaxVisibleLocalLights; ++i)
{
VisibleLight light = lights[i];
if (light.lightType != LightType.Directional)
{
InitializeLightConstants(lights, i, out m_LightPositions[localLightsCount],
out m_LightColors[localLightsCount],
out m_LightDistanceAttenuations[localLightsCount],
out m_LightSpotDirections[localLightsCount],
out m_LightSpotAttenuations[localLightsCount]);
localLightsCount++;
}
}
cmd.SetGlobalVector(PerCameraBuffer._AdditionalLightCount, new Vector4(lightData.pixelAdditionalLightsCount,
lightData.totalAdditionalLightsCount, 0.0f, 0.0f));
// if not using a compute buffer, engine will set indices in 2 vec4 constants
// unity_4LightIndices0 and unity_4LightIndices1
if (m_UseComputeBuffer)
cmd.SetGlobalBuffer("_LightIndexBuffer", m_LightIndicesBuffer);
}
else
{
cmd.SetGlobalVector(PerCameraBuffer._AdditionalLightCount, Vector4.zero);
}
cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightPosition, m_LightPositions);
cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightColor, m_LightColors);
cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightDistanceAttenuation, m_LightDistanceAttenuations);
cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightSpotDir, m_LightSpotDirections);
cmd.SetGlobalVectorArray(PerCameraBuffer._AdditionalLightSpotAttenuation, m_LightSpotAttenuations);
}
private void SetShaderKeywords(CommandBuffer cmd, ref LightData lightData)
{
List<VisibleLight> visibleLights = lightData.visibleLights;
int mainLightIndex = lightData.mainLightIndex;
int vertexLightsCount = lightData.totalAdditionalLightsCount - lightData.pixelAdditionalLightsCount;
CoreUtils.SetKeyword(cmd, LightweightKeywords.AdditionalLightsText, lightData.totalAdditionalLightsCount > 0);
CoreUtils.SetKeyword(cmd, LightweightKeywords.MixedLightingSubtractiveText, m_MixedLightingSetup == MixedLightingSetup.Subtractive);
CoreUtils.SetKeyword(cmd, LightweightKeywords.VertexLightsText, vertexLightsCount > 0);
//TIM: Not used in shader for V1 to reduce keywords
CoreUtils.SetKeyword(cmd, LightweightKeywords.MainLightCookieText, mainLightIndex != -1 && LightweightUtils.IsSupportedCookieType(visibleLights[mainLightIndex].lightType) && visibleLights[mainLightIndex].light.cookie != null);
bool anyShadowsEnabled = m_ShadowPass.IsDirectionalShadowsEnabled || m_ShadowPass.IsLocalShadowsEnabled;
CoreUtils.SetKeyword(cmd, LightweightKeywords.DirectionalShadowsText, m_ShadowPass.DirectionalShadowsRendered);
CoreUtils.SetKeyword(cmd, LightweightKeywords.LocalShadowsText, m_ShadowPass.LocalShadowsRendered);
CoreUtils.SetKeyword(cmd, LightweightKeywords.SoftShadowsText, m_ShadowPass.IsSoftShadowsEnabled && anyShadowsEnabled);
// TODO: Remove this. legacy particles support will be removed from Unity in 2018.3. This should be a shader_feature instead with prop exposed in the Standard particles shader.
CoreUtils.SetKeyword(cmd, "SOFTPARTICLES_ON", m_RequireDepthTexture && m_Asset.RequireSoftParticles);
}
private void BeginForwardRendering(ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfig)
{
RenderTargetIdentifier colorRT = BuiltinRenderTextureType.CameraTarget;
RenderTargetIdentifier depthRT = BuiltinRenderTextureType.None;
LightweightUtils.StartStereoRendering(m_CurrCamera, ref context, renderingConfig);
CommandBuffer cmd = CommandBufferPool.Get("SetCameraRenderTarget");
bool intermediateTexture = LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture);
if (intermediateTexture)
{
if (!m_IsOffscreenCamera)
colorRT = m_CurrCameraColorRT;
if (m_RequireDepthTexture)
depthRT = m_DepthRT;
}
ClearFlag clearFlag = ClearFlag.None;
CameraClearFlags cameraClearFlags = m_CurrCamera.clearFlags;
if (cameraClearFlags != CameraClearFlags.Nothing)
{
clearFlag |= ClearFlag.Depth;
if (cameraClearFlags == CameraClearFlags.Color || cameraClearFlags == CameraClearFlags.Skybox)
clearFlag |= ClearFlag.Color;
}
SetRenderTarget(cmd, colorRT, depthRT, clearFlag);
// If rendering to an intermediate RT we resolve viewport on blit due to offset not being supported
// while rendering to a RT.
if (!intermediateTexture && !LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DefaultViewport))
cmd.SetViewport(m_CurrCamera.pixelRect);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
private void EndForwardRendering(ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfig)
{
// No additional rendering needs to be done if this is an off screen rendering camera
if (m_IsOffscreenCamera)
return;
var cmd = CommandBufferPool.Get("Blit");
if (m_IntermediateTextureArray)
{
cmd.Blit(m_CurrCameraColorRT, BuiltinRenderTextureType.CameraTarget);
}
else if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture))
{
Material blitMaterial = m_BlitMaterial;
if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))
blitMaterial = null;
// If PostProcessing is enabled, it is already blit to CameraTarget.
if (!LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.PostProcess))
Blit(cmd, renderingConfig, m_CurrCameraColorRT, BuiltinRenderTextureType.CameraTarget, blitMaterial);
}
SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo))
{
context.StopMultiEye(m_CurrCamera);
context.StereoEndRender(m_CurrCamera);
}
}
private bool IsStereoEnabled(Camera camera)
{
bool isSceneViewCamera = camera.cameraType == CameraType.SceneView;
return XRSettings.isDeviceActive && !isSceneViewCamera && (camera.stereoTargetEye == StereoTargetEyeMask.Both);
}
private float GetRenderScale()
{
return m_RenderScale;
}
private float GetScaledCameraWidth(Camera camera)
{
return (float)camera.pixelWidth * GetRenderScale();
}
private float GetScaledCameraHeight(Camera camera)
{
return (float)camera.pixelHeight * GetRenderScale();
}
private RendererConfiguration GetRendererSettings(ref LightData lightData)
{
RendererConfiguration settings = RendererConfiguration.PerObjectReflectionProbes | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe;
if (lightData.totalAdditionalLightsCount > 0)
{
if (m_UseComputeBuffer)
settings |= RendererConfiguration.ProvideLightIndices;
else
settings |= RendererConfiguration.PerObjectLightIndices8;
}
return settings;
}
private void RenderPostProcess(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier dest, bool opaqueOnly)
{
m_PostProcessRenderContext.Reset();
m_PostProcessRenderContext.camera = m_CurrCamera;
m_PostProcessRenderContext.source = source;
m_PostProcessRenderContext.sourceFormat = m_ColorFormat;
m_PostProcessRenderContext.destination = dest;
m_PostProcessRenderContext.command = cmd;
m_PostProcessRenderContext.flip = m_CurrCamera.targetTexture == null;
if (opaqueOnly)
{
m_CameraPostProcessLayer.RenderOpaqueOnly(m_PostProcessRenderContext);
}
else
m_CameraPostProcessLayer.Render(m_PostProcessRenderContext);
}
private void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorRT, ClearFlag clearFlag = ClearFlag.None)
{
int depthSlice = (m_IntermediateTextureArray) ? -1 : 0;
CoreUtils.SetRenderTarget(cmd, colorRT, clearFlag, CoreUtils.ConvertSRGBToActiveColorSpace(m_CurrCamera.backgroundColor), 0, CubemapFace.Unknown, depthSlice);
}
private void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorRT, RenderTargetIdentifier depthRT, ClearFlag clearFlag = ClearFlag.None)
{
if (depthRT == BuiltinRenderTextureType.None || !m_DepthRenderBuffer)
{
SetRenderTarget(cmd, colorRT, clearFlag);
return;
}
int depthSlice = (m_IntermediateTextureArray) ? -1 : 0;
CoreUtils.SetRenderTarget(cmd, colorRT, depthRT, clearFlag, CoreUtils.ConvertSRGBToActiveColorSpace(m_CurrCamera.backgroundColor), 0, CubemapFace.Unknown, depthSlice);
}
private void Blit(CommandBuffer cmd, FrameRenderingConfiguration renderingConfig, RenderTargetIdentifier sourceRT, RenderTargetIdentifier destRT, Material material = null)
{
cmd.SetGlobalTexture(m_BlitTexID, sourceRT);
if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DefaultViewport))
{
cmd.Blit(sourceRT, destRT, material);
}
else
{
// Viewport doesn't work when rendering to an RT
// We have to manually blit by rendering a fullscreen quad
SetRenderTarget(cmd, destRT);
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
cmd.SetViewport(m_CurrCamera.pixelRect);
LightweightUtils.DrawFullScreen(cmd, m_BlitMaterial);
}
}
private void CopyTexture(CommandBuffer cmd, RenderTargetIdentifier sourceRT, RenderTargetIdentifier destRT, Material copyMaterial, bool forceBlit = false)
{
if (m_CopyTextureSupport != CopyTextureSupport.None && !forceBlit)
cmd.CopyTexture(sourceRT, destRT);
else
cmd.Blit(sourceRT, destRT, copyMaterial);
}
}
}