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using System.Collections.Generic;
using System.Diagnostics;
using UnityEngine.Experimental.GlobalIllumination;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public class ForwardLitPass : ScriptableRenderPass
{
const int k_DepthStencilBufferBits = 32;
Vector4 k_DefaultLightPosition = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
Vector4 k_DefaultLightColor = Color.black;
Vector4 k_DefaultLightAttenuation = new Vector4(0.0f, 1.0f, 0.0f, 1.0f);
Vector4 k_DefaultLightSpotDirection = new Vector4(0.0f, 0.0f, 1.0f, 0.0f);
Vector4 k_DefaultLightSpotAttenuation = new Vector4(0.0f, 1.0f, 0.0f, 0.0f);
Vector4[] m_LightPositions;
Vector4[] m_LightColors;
Vector4[] m_LightDistanceAttenuations;
Vector4[] m_LightSpotDirections;
Vector4[] m_LightSpotAttenuations;
RenderTextureFormat m_ColorFormat;
MixedLightingSetup m_MixedLightingSetup;
Material m_BlitMaterial;
Material m_ErrorMaterial;
// Depth Copy Pass
Material m_DepthCopyMaterial;
// Opaque Copy Pass
Material m_SamplingMaterial;
float[] m_OpaqueScalerValues = {1.0f, 0.5f, 0.25f, 0.25f};
int m_SampleOffsetShaderHandle;
const string k_RenderOpaquesTag = "Render Opaques";
const string k_RenderTransparentsTag = "Render Transparents";
List<ShaderPassName> m_LegacyShaderPassNames;
public ForwardLitPass(LightweightForwardRenderer renderer) : base(renderer)
{
RegisterShaderPassName("LightweightForward");
RegisterShaderPassName("SRPDefaultUnlit");
m_LegacyShaderPassNames = new List<ShaderPassName>();
m_LegacyShaderPassNames.Add(new ShaderPassName("Always"));
m_LegacyShaderPassNames.Add(new ShaderPassName("ForwardBase"));
m_LegacyShaderPassNames.Add(new ShaderPassName("PrepassBase"));
m_LegacyShaderPassNames.Add(new ShaderPassName("Vertex"));
m_LegacyShaderPassNames.Add(new ShaderPassName("VertexLMRGBM"));
m_LegacyShaderPassNames.Add(new ShaderPassName("VertexLM"));
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");
int maxVisibleLocalLights = renderer.maxVisibleLocalLights;
m_LightPositions = new Vector4[maxVisibleLocalLights];
m_LightColors = new Vector4[maxVisibleLocalLights];
m_LightDistanceAttenuations = new Vector4[maxVisibleLocalLights];
m_LightSpotDirections = new Vector4[maxVisibleLocalLights];
m_LightSpotAttenuations = new Vector4[maxVisibleLocalLights];
m_ColorFormat = RenderTextureFormat.Default;
m_BlitMaterial = renderer.GetMaterial(MaterialHandles.Blit);
m_ErrorMaterial = renderer.GetMaterial(MaterialHandles.Error);
// Copy Depth Pass
m_DepthCopyMaterial = renderer.GetMaterial(MaterialHandles.DepthCopy);
// Copy Opaque Color Pass
m_SamplingMaterial = renderer.GetMaterial(MaterialHandles.Sampling);
m_SampleOffsetShaderHandle = Shader.PropertyToID("_SampleOffset");
}
public override void Setup(CommandBuffer cmd, RenderTextureDescriptor baseDescriptor, int[] colorAttachmentHandles, int depthAttachmentHandle = -1, int samples = 1)
{
base.Setup(cmd, baseDescriptor, colorAttachmentHandles, depthAttachmentHandle, samples);
m_ColorFormat = baseDescriptor.colorFormat;
if (colorAttachmentHandle != -1)
{
var descriptor = baseDescriptor;
descriptor.depthBufferBits = k_DepthStencilBufferBits; // TODO: does the color RT always need depth?
descriptor.sRGB = true;
descriptor.msaaSamples = samples;
cmd.GetTemporaryRT(colorAttachmentHandle, descriptor, FilterMode.Bilinear);
}
if (depthAttachmentHandle != -1)
{
var descriptor = baseDescriptor;
descriptor.colorFormat = RenderTextureFormat.Depth;
descriptor.depthBufferBits = k_DepthStencilBufferBits;
descriptor.msaaSamples = samples;
descriptor.bindMS = samples > 1;
cmd.GetTemporaryRT(depthAttachmentHandle, descriptor, FilterMode.Point);
}
}
public override void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData)
{
Camera camera = renderingData.cameraData.camera;
bool dynamicBatching = renderingData.supportsDynamicBatching;
SetupShaderConstants(ref context, ref renderingData.cameraData, ref renderingData.lightData, ref renderingData.shadowData);
RendererConfiguration rendererConfiguration = GetRendererConfiguration(renderingData.lightData.totalAdditionalLightsCount);
if (renderingData.cameraData.isStereoEnabled)
context.StartMultiEye(camera);
RenderOpaques(ref context, ref cullResults, ref renderingData.cameraData, rendererConfiguration, dynamicBatching);
if (renderingData.cameraData.postProcessEnabled &&
renderingData.cameraData.postProcessLayer.HasOpaqueOnlyEffects(renderer.postProcessRenderContext))
OpaquePostProcessSubPass(ref context, ref renderingData.cameraData);
if (depthAttachmentHandle != -1)
CopyDepthSubPass(ref context, ref renderingData.cameraData);
if (renderingData.cameraData.requiresOpaqueTexture)
CopyColorSubpass(ref context, ref renderingData.cameraData);
RenderTransparents(ref context, ref cullResults, ref renderingData.cameraData, rendererConfiguration, dynamicBatching);
if (renderingData.cameraData.postProcessEnabled)
PostProcessPass(ref context, ref renderingData.cameraData);
else if (!renderingData.cameraData.isOffscreenRender && colorAttachmentHandle != -1)
FinalBlitPass(ref context, ref renderingData.cameraData);
if (renderingData.cameraData.isStereoEnabled)
{
context.StopMultiEye(camera);
context.StereoEndRender(camera);
}
}
RendererConfiguration GetRendererConfiguration(int localLightsCount)
{
RendererConfiguration configuration = RendererConfiguration.PerObjectReflectionProbes | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe;
if (localLightsCount > 0)
{
if (renderer.useComputeBufferForPerObjectLightIndices)
configuration |= RendererConfiguration.ProvideLightIndices;
else
configuration |= RendererConfiguration.PerObjectLightIndices8;
}
return configuration;
}
void SetupShaderConstants(ref ScriptableRenderContext context, ref CameraData cameraData, ref LightData lightData, ref ShadowData shadowData)
{
CommandBuffer cmd = CommandBufferPool.Get("SetupShaderConstants");
SetupShaderLightConstants(cmd, ref lightData);
SetShaderKeywords(cmd, ref cameraData, ref lightData, ref shadowData);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
void SetupShaderLightConstants(CommandBuffer cmd, ref LightData lightData)
{
// Clear to default all light constant data
for (int i = 0; i < renderer.maxVisibleLocalLights; ++i)
InitializeLightConstants(lightData.visibleLights, -1, out m_LightPositions[i],
out m_LightColors[i],
out m_LightDistanceAttenuations[i],
out m_LightSpotDirections[i],
out m_LightSpotAttenuations[i]);
m_MixedLightingSetup = MixedLightingSetup.None;
// 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);
}
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 (LightweightPipeline.IsSupportedCookieType(mainLight.lightType) && mainLightRef.cookie != null)
{
Matrix4x4 lightCookieMatrix;
LightweightPipeline.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);
}
void SetupAdditionalLightConstants(CommandBuffer cmd, ref LightData lightData)
{
int maxVisibleLocalLights = renderer.maxVisibleLocalLights;
List<VisibleLight> lights = lightData.visibleLights;
if (lightData.totalAdditionalLightsCount > 0)
{
int localLightsCount = 0;
for (int i = 0; i < lights.Count && localLightsCount < maxVisibleLocalLights; ++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 (renderer.perObjectLightIndices != null)
cmd.SetGlobalBuffer("_LightIndexBuffer", renderer.perObjectLightIndices);
}
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);
}
ClearFlag GetCameraClearFlag(Camera camera)
{
ClearFlag clearFlag = ClearFlag.None;
CameraClearFlags cameraClearFlags = camera.clearFlags;
if (cameraClearFlags != CameraClearFlags.Nothing)
{
clearFlag |= ClearFlag.Depth;
if (cameraClearFlags == CameraClearFlags.Color || cameraClearFlags == CameraClearFlags.Skybox)
clearFlag |= ClearFlag.Color;
}
return clearFlag;
}
void SetShaderKeywords(CommandBuffer cmd, ref CameraData cameraData, ref LightData lightData, ref ShadowData shadowData)
{
int vertexLightsCount = lightData.totalAdditionalLightsCount - lightData.pixelAdditionalLightsCount;
CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.AdditionalLights, lightData.totalAdditionalLightsCount > 0);
CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.MixedLightingSubtractive, m_MixedLightingSetup == MixedLightingSetup.Subtractive);
CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.VertexLights, vertexLightsCount > 0);
// TODO: We have to discuss cookie approach on LWRP.
// CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.MainLightCookieText, mainLightIndex != -1 && LightweightUtils.IsSupportedCookieType(visibleLights[mainLightIndex].lightType) && visibleLights[mainLightIndex].light.cookie != null);
LightShadows directionalShadowQuality = shadowData.renderedDirectionalShadowQuality;
LightShadows localShadowQuality = shadowData.renderedLocalShadowQuality;
// Currently shadow filtering keyword is shared between local and directional shadows.
bool hasSoftShadows = (directionalShadowQuality == LightShadows.Soft || localShadowQuality == LightShadows.Soft) &&
shadowData.supportsSoftShadows;
CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.DirectionalShadows, directionalShadowQuality != LightShadows.None);
CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.LocalShadows, localShadowQuality != LightShadows.None);
CoreUtils.SetKeyword(cmd, LightweightKeywordStrings.SoftShadows, hasSoftShadows);
// 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", cameraData.requiresSoftParticles);
}
void SetRenderTarget(CommandBuffer cmd, RenderBufferLoadAction loadOp, RenderBufferStoreAction storeOp, ClearFlag clearFlag, Color clearColor)
{
if (colorAttachmentHandle != -1)
{
if (depthAttachmentHandle != -1)
SetRenderTarget(cmd, GetSurface(colorAttachmentHandle), loadOp, storeOp, GetSurface(depthAttachmentHandle), loadOp, storeOp, clearFlag, clearColor);
else
SetRenderTarget(cmd, GetSurface(colorAttachmentHandle), loadOp, storeOp, clearFlag, clearColor);
}
else
{
SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget, loadOp, storeOp, clearFlag, clearColor);
}
}
void RenderOpaques(ref ScriptableRenderContext context, ref CullResults cullResults, ref CameraData cameraData, RendererConfiguration rendererConfiguration, bool dynamicBatching)
{
CommandBuffer cmd = CommandBufferPool.Get(k_RenderOpaquesTag);
using (new ProfilingSample(cmd, k_RenderOpaquesTag))
{
Camera camera = cameraData.camera;
ClearFlag clearFlag = GetCameraClearFlag(camera);
SetRenderTarget(cmd, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, clearFlag, CoreUtils.ConvertSRGBToActiveColorSpace(camera.backgroundColor));
// TODO: We need a proper way to handle multiple camera/ camera stack. Issue is: multiple cameras can share a same RT
// (e.g, split screen games). However devs have to be dilligent with it and know when to clear/preserve color.
// For now we make it consistent by resolving viewport with a RT until we can have a proper camera management system
//if (colorAttachmentHandle == -1 && !cameraData.isDefaultViewport)
// cmd.SetViewport(camera.pixelRect);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
var drawSettings = CreateDrawRendererSettings(camera, SortFlags.CommonOpaque, rendererConfiguration, dynamicBatching);
context.DrawRenderers(cullResults.visibleRenderers, ref drawSettings, renderer.opaqueFilterSettings);
// Render objects that did not match any shader pass with error shader
RenderObjectsWithError(ref context, ref cullResults, camera, renderer.opaqueFilterSettings, SortFlags.None);
if (camera.clearFlags == CameraClearFlags.Skybox)
context.DrawSkybox(camera);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
void RenderTransparents(ref ScriptableRenderContext context, ref CullResults cullResults, ref CameraData cameraData, RendererConfiguration rendererConfiguration, bool dynamicBatching)
{
CommandBuffer cmd = CommandBufferPool.Get(k_RenderTransparentsTag);
using (new ProfilingSample(cmd, k_RenderTransparentsTag))
{
Camera camera = cameraData.camera;
SetRenderTarget(cmd, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, ClearFlag.None, Color.black);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
var drawSettings = CreateDrawRendererSettings(camera, SortFlags.CommonTransparent, rendererConfiguration, dynamicBatching);
context.DrawRenderers(cullResults.visibleRenderers, ref drawSettings, renderer.transparentFilterSettings);
// Render objects that did not match any shader pass with error shader
RenderObjectsWithError(ref context, ref cullResults, camera, renderer.transparentFilterSettings, SortFlags.None);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
void FinalBlitPass(ref ScriptableRenderContext context, ref CameraData cameraData)
{
Material material = cameraData.isStereoEnabled ? null : m_BlitMaterial;
RenderTargetIdentifier sourceRT = GetSurface(colorAttachmentHandle);
CommandBuffer cmd = CommandBufferPool.Get("Final Blit Pass");
cmd.SetGlobalTexture("_BlitTex", sourceRT);
// We need to handle viewport on a RT. We do it by rendering a fullscreen quad + viewport
if (!cameraData.isDefaultViewport)
{
SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, ClearFlag.None, Color.black);
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
cmd.SetViewport(cameraData.camera.pixelRect);
LightweightPipeline.DrawFullScreen(cmd, material);
}
else
{
cmd.Blit(GetSurface(colorAttachmentHandle), BuiltinRenderTextureType.CameraTarget, material);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
void InitializeLightConstants(List<VisibleLight> lights, int lightIndex, out Vector4 lightPos, out Vector4 lightColor, out Vector4 lightDistanceAttenuation, out Vector4 lightSpotDir,
out Vector4 lightSpotAttenuation)
{
lightPos = k_DefaultLightPosition;
lightColor = k_DefaultLightColor;
lightDistanceAttenuation = k_DefaultLightSpotAttenuation;
lightSpotDir = k_DefaultLightSpotDirection;
lightSpotAttenuation = k_DefaultLightAttenuation;
// 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;
}
}
}
// TODO: move to postfx pass
void PostProcessPass(ref ScriptableRenderContext context, ref CameraData cameraData)
{
CommandBuffer cmd = CommandBufferPool.Get("Render PostProcess Effects");
LightweightPipeline.RenderPostProcess(cmd, renderer.postProcessRenderContext, ref cameraData, m_ColorFormat, GetSurface(colorAttachmentHandle), BuiltinRenderTextureType.CameraTarget, false);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
void RenderObjectsWithError(ref ScriptableRenderContext context, ref CullResults cullResults, Camera camera, FilterRenderersSettings filterSettings, SortFlags sortFlags)
{
if (m_ErrorMaterial != null)
{
DrawRendererSettings errorSettings = new DrawRendererSettings(camera, m_LegacyShaderPassNames[0]);
for (int i = 1; i < m_LegacyShaderPassNames.Count; ++i)
errorSettings.SetShaderPassName(i, m_LegacyShaderPassNames[i]);
errorSettings.sorting.flags = sortFlags;
errorSettings.rendererConfiguration = RendererConfiguration.None;
errorSettings.SetOverrideMaterial(m_ErrorMaterial, 0);
context.DrawRenderers(cullResults.visibleRenderers, ref errorSettings, filterSettings);
}
}
void OpaquePostProcessSubPass(ref ScriptableRenderContext context, ref CameraData cameraData)
{
CommandBuffer cmd = CommandBufferPool.Get("Render Opaque PostProcess Effects");
RenderTargetIdentifier source = GetSurface(colorAttachmentHandle);
LightweightPipeline.RenderPostProcess(cmd, renderer.postProcessRenderContext, ref cameraData, m_ColorFormat, source, GetSurface(colorAttachmentHandle), true);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
void CopyDepthSubPass(ref ScriptableRenderContext context, ref CameraData cameraData)
{
CommandBuffer cmd = CommandBufferPool.Get("Depth Copy");
RenderTargetIdentifier depthSurface = GetSurface(depthAttachmentHandle);
RenderTargetIdentifier copyDepthSurface = GetSurface(RenderTargetHandles.DepthTexture);
RenderTextureDescriptor descriptor = renderer.CreateRTDesc(ref cameraData);
descriptor.colorFormat = RenderTextureFormat.Depth;
descriptor.depthBufferBits = k_DepthStencilBufferBits;
descriptor.msaaSamples = 1;
descriptor.bindMS = false;
cmd.GetTemporaryRT(RenderTargetHandles.DepthTexture, descriptor, FilterMode.Point);
if (cameraData.msaaSamples > 1)
{
cmd.DisableShaderKeyword(LightweightKeywordStrings.DepthNoMsaa);
if (cameraData.msaaSamples == 4)
{
cmd.DisableShaderKeyword(LightweightKeywordStrings.DepthMsaa2);
cmd.EnableShaderKeyword(LightweightKeywordStrings.DepthMsaa4);
}
else
{
cmd.EnableShaderKeyword(LightweightKeywordStrings.DepthMsaa2);
cmd.DisableShaderKeyword(LightweightKeywordStrings.DepthMsaa4);
}
cmd.Blit(depthSurface, copyDepthSurface, m_DepthCopyMaterial);
}
else
{
cmd.EnableShaderKeyword(LightweightKeywordStrings.DepthNoMsaa);
cmd.DisableShaderKeyword(LightweightKeywordStrings.DepthMsaa2);
cmd.DisableShaderKeyword(LightweightKeywordStrings.DepthMsaa4);
LightweightPipeline.CopyTexture(cmd, depthSurface, copyDepthSurface, m_DepthCopyMaterial);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
void CopyColorSubpass(ref ScriptableRenderContext context, ref CameraData cameraData)
{
CommandBuffer cmd = CommandBufferPool.Get("Copy Opaque Color");
Downsampling downsampling = cameraData.opaqueTextureDownsampling;
float opaqueScaler = m_OpaqueScalerValues[(int)downsampling];
RenderTextureDescriptor opaqueDesc = renderer.CreateRTDesc(ref cameraData, opaqueScaler);
RenderTargetIdentifier colorRT = GetSurface(colorAttachmentHandle);
RenderTargetIdentifier opaqueColorRT = GetSurface(RenderTargetHandles.OpaqueColor);
cmd.GetTemporaryRT(RenderTargetHandles.OpaqueColor, opaqueDesc, cameraData.opaqueTextureDownsampling == Downsampling.None ? FilterMode.Point : FilterMode.Bilinear);
switch (downsampling)
{
case Downsampling.None:
cmd.Blit(colorRT, opaqueColorRT);
break;
case Downsampling._2xBilinear:
cmd.Blit(colorRT, opaqueColorRT);
break;
case Downsampling._4xBox:
m_SamplingMaterial.SetFloat(m_SampleOffsetShaderHandle, 2);
cmd.Blit(colorRT, opaqueColorRT, m_SamplingMaterial, 0);
break;
case Downsampling._4xBilinear:
cmd.Blit(colorRT, opaqueColorRT);
break;
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}