Files
kridoo 6e91a0c7f0 111
2025-09-15 17:32:08 +08:00

244 lines
10 KiB
C#

using System;
using Unity.Collections;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal
{
sealed class MotionVectorRenderPass : ScriptableRenderPass
{
#region Fields
const string kPreviousViewProjectionNoJitter = "_PrevViewProjMatrix";
const string kViewProjectionNoJitter = "_NonJitteredViewProjMatrix";
#if ENABLE_VR && ENABLE_XR_MODULE
const string kPreviousViewProjectionNoJitterStereo = "_PrevViewProjMatrixStereo";
const string kViewProjectionNoJitterStereo = "_NonJitteredViewProjMatrixStereo";
#endif
internal const GraphicsFormat k_TargetFormat = GraphicsFormat.R16G16_SFloat;
static readonly string[] s_ShaderTags = new string[] { "MotionVectors" };
RTHandle m_Color;
RTHandle m_Depth;
readonly Material m_CameraMaterial;
readonly Material m_ObjectMaterial;
private PassData m_PassData;
#endregion
#region Constructors
internal MotionVectorRenderPass(Material cameraMaterial, Material objectMaterial)
{
renderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
m_CameraMaterial = cameraMaterial;
m_ObjectMaterial = objectMaterial;
m_PassData = new PassData();
base.profilingSampler = ProfilingSampler.Get(URPProfileId.MotionVectors);
ConfigureInput(ScriptableRenderPassInput.Depth);
}
#endregion
#region State
internal void Setup(RTHandle color, RTHandle depth)
{
m_Color = color;
m_Depth = depth;
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
cmd.SetGlobalTexture(m_Color.name, m_Color.nameID);
cmd.SetGlobalTexture(m_Depth.name, m_Depth.nameID);
ConfigureTarget(m_Color, m_Depth);
ConfigureClear(ClearFlag.Color | ClearFlag.Depth, Color.black);
// Can become a Store based on 'StoreActionsOptimization.Auto' and/or if a user RendererFeature is added.
// We need to keep the MotionVecDepth in case of a user wants to extend the motion vectors
// using a custom RendererFeature.
ConfigureDepthStoreAction(RenderBufferStoreAction.DontCare);
}
#endregion
#region Execution
private static void ExecutePass(ScriptableRenderContext context, PassData passData, ref RenderingData renderingData)
{
var cameraMaterial = passData.cameraMaterial;
var objectMaterial = passData.objectMaterial;
if (cameraMaterial == null || objectMaterial == null)
return;
// Get data
ref var cameraData = ref renderingData.cameraData;
Camera camera = cameraData.camera;
MotionVectorsPersistentData motionData = null;
if(camera.TryGetComponent<UniversalAdditionalCameraData>(out var additionalCameraData))
motionData = additionalCameraData.motionVectorsPersistentData;
if (motionData == null)
return;
// Never draw in Preview
if (camera.cameraType == CameraType.Preview)
return;
// Profiling command
var cmd = renderingData.commandBuffer;
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.MotionVectors)))
{
int passID = motionData.GetXRMultiPassId(ref cameraData);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
#if ENABLE_VR && ENABLE_XR_MODULE
if (cameraData.xr.enabled && cameraData.xr.singlePassEnabled)
{
cmd.SetGlobalMatrixArray(kPreviousViewProjectionNoJitterStereo, motionData.previousViewProjectionStereo);
cmd.SetGlobalMatrixArray(kViewProjectionNoJitterStereo, motionData.viewProjectionStereo);
}
else
#endif
{
// TODO: These should be part of URP main matrix set. For now, we set them here for motion vector rendering.
cmd.SetGlobalMatrix(kPreviousViewProjectionNoJitter, motionData.previousViewProjectionStereo[passID]);
cmd.SetGlobalMatrix(kViewProjectionNoJitter, motionData.viewProjectionStereo[passID]);
}
// 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.
camera.depthTextureMode |= DepthTextureMode.MotionVectors | DepthTextureMode.Depth;
// TODO: add option to only draw either one?
DrawCameraMotionVectors(context, cmd, ref renderingData, camera, cameraMaterial);
DrawObjectMotionVectors(context, ref renderingData, camera, objectMaterial, cmd);
}
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
m_PassData.cameraMaterial = m_CameraMaterial;
m_PassData.objectMaterial = m_ObjectMaterial;
ExecutePass(context, m_PassData, ref renderingData);
}
private static DrawingSettings GetDrawingSettings(ref RenderingData renderingData, Material objectMaterial)
{
var camera = renderingData.cameraData.camera;
var sortingSettings = new SortingSettings(camera) { criteria = SortingCriteria.CommonOpaque };
var drawingSettings = new DrawingSettings(ShaderTagId.none, sortingSettings)
{
perObjectData = PerObjectData.MotionVectors,
enableDynamicBatching = renderingData.supportsDynamicBatching,
enableInstancing = true,
};
for (int i = 0; i < s_ShaderTags.Length; ++i)
{
drawingSettings.SetShaderPassName(i, new ShaderTagId(s_ShaderTags[i]));
}
// Material that will be used if shader tags cannot be found
drawingSettings.fallbackMaterial = objectMaterial;
return drawingSettings;
}
// NOTE: depends on camera depth to reconstruct static geometry positions
private static void DrawCameraMotionVectors(ScriptableRenderContext context, CommandBuffer cmd, ref RenderingData renderingData, Camera camera, Material cameraMaterial)
{
#if ENABLE_VR && ENABLE_XR_MODULE
bool foveatedRendering = renderingData.cameraData.xr.supportsFoveatedRendering;
bool nonUniformFoveatedRendering = foveatedRendering && XRSystem.foveatedRenderingCaps.HasFlag(FoveatedRenderingCaps.NonUniformRaster);
if (foveatedRendering)
{
if (nonUniformFoveatedRendering)
// This is a screen-space pass, make sure foveated rendering is disabled for non-uniform renders
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
else
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Enabled);
}
#endif
// Draw fullscreen quad
cmd.DrawProcedural(Matrix4x4.identity, cameraMaterial, 0, MeshTopology.Triangles, 3, 1);
#if ENABLE_VR && ENABLE_XR_MODULE
if (foveatedRendering && !nonUniformFoveatedRendering)
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
#endif
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
}
private static void DrawObjectMotionVectors(ScriptableRenderContext context, ref RenderingData renderingData, Camera camera, Material objectMaterial, CommandBuffer cmd)
{
#if ENABLE_VR && ENABLE_XR_MODULE
bool foveatedRendering = renderingData.cameraData.xr.supportsFoveatedRendering;
if (foveatedRendering)
{
// This is a geometry pass, enable foveated rendering (we need to disable it after)
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Enabled);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
}
#endif
var drawingSettings = GetDrawingSettings(ref renderingData, objectMaterial);
var filteringSettings = new FilteringSettings(RenderQueueRange.opaque, camera.cullingMask);
var renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings, ref renderStateBlock);
#if ENABLE_VR && ENABLE_XR_MODULE
if (foveatedRendering)
{
cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
}
#endif
}
#endregion
private class PassData
{
internal TextureHandle motionVectorColor;
internal TextureHandle motionVectorDepth;
internal TextureHandle cameraDepth;
internal RenderingData renderingData;
internal Material cameraMaterial;
internal Material objectMaterial;
}
internal void Render(RenderGraph renderGraph, ref TextureHandle cameraDepthTexture, in TextureHandle motionVectorColor, in TextureHandle motionVectorDepth, ref RenderingData renderingData)
{
using (var builder = renderGraph.AddRenderPass<PassData>("Motion Vector Pass", out var passData, base.profilingSampler))
{
// TODO RENDERGRAPH: culling? force culling off for testing
builder.AllowPassCulling(false);
passData.motionVectorColor = builder.UseColorBuffer(motionVectorColor, 0);
passData.motionVectorDepth = builder.UseDepthBuffer(motionVectorDepth, DepthAccess.Write);
passData.cameraDepth = builder.ReadTexture(cameraDepthTexture);
passData.renderingData = renderingData;
passData.cameraMaterial = m_CameraMaterial;
passData.objectMaterial = m_ObjectMaterial;
builder.SetRenderFunc((PassData data, RenderGraphContext context) =>
{
ExecutePass(context.renderContext, data, ref data.renderingData);
data.renderingData.commandBuffer.SetGlobalTexture("_MotionVectorTexture", data.motionVectorColor);
});
return;
}
}
}
}