Files
PrinceOfGlory/Packages/Custom/com.unity.render-pipelines.universal@14.0.9/Runtime/Decal/DBuffer/DBufferRenderPass.cs
kridoo 6e91a0c7f0 111
2025-09-15 17:32:08 +08:00

174 lines
7.6 KiB
C#

using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.Universal.Internal;
namespace UnityEngine.Rendering.Universal
{
internal class DecalDrawDBufferSystem : DecalDrawSystem
{
public DecalDrawDBufferSystem(DecalEntityManager entityManager) : base("DecalDrawIntoDBufferSystem.Execute", entityManager) { }
protected override int GetPassIndex(DecalCachedChunk decalCachedChunk) => decalCachedChunk.passIndexDBuffer;
}
internal class DBufferRenderPass : ScriptableRenderPass
{
private static string[] s_DBufferNames = { "_DBufferTexture0", "_DBufferTexture1", "_DBufferTexture2", "_DBufferTexture3" };
private static string s_DBufferDepthName = "DBufferDepth";
private DecalDrawDBufferSystem m_DrawSystem;
private DBufferSettings m_Settings;
private Material m_DBufferClear;
private FilteringSettings m_FilteringSettings;
private List<ShaderTagId> m_ShaderTagIdList;
private ProfilingSampler m_ProfilingSampler;
private ProfilingSampler m_DBufferClearSampler;
private bool m_DecalLayers;
private RTHandle m_DBufferDepth;
internal RTHandle[] dBufferColorHandles { get; private set; }
internal RTHandle depthHandle { get; private set; }
internal RTHandle dBufferDepth { get => m_DBufferDepth; }
public DBufferRenderPass(Material dBufferClear, DBufferSettings settings, DecalDrawDBufferSystem drawSystem, bool decalLayers)
{
renderPassEvent = RenderPassEvent.AfterRenderingPrePasses + 1;
var scriptableRenderPassInput = ScriptableRenderPassInput.Normal;
ConfigureInput(scriptableRenderPassInput);
m_DrawSystem = drawSystem;
m_Settings = settings;
m_DBufferClear = dBufferClear;
m_ProfilingSampler = new ProfilingSampler("DBuffer Render");
m_DBufferClearSampler = new ProfilingSampler("Clear");
m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1);
m_DecalLayers = decalLayers;
m_ShaderTagIdList = new List<ShaderTagId>();
m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DBufferMesh));
int dBufferCount = (int)settings.surfaceData + 1;
dBufferColorHandles = new RTHandle[dBufferCount];
}
public void Dispose()
{
m_DBufferDepth?.Release();
foreach (var handle in dBufferColorHandles)
handle?.Release();
}
public void Setup(in CameraData cameraData)
{
var depthDesc = cameraData.cameraTargetDescriptor;
depthDesc.graphicsFormat = GraphicsFormat.None; //Depth only rendering
depthDesc.depthStencilFormat = cameraData.cameraTargetDescriptor.depthStencilFormat;
depthDesc.msaaSamples = 1;
RenderingUtils.ReAllocateIfNeeded(ref m_DBufferDepth, depthDesc, name: s_DBufferDepthName);
Setup(cameraData, m_DBufferDepth);
}
public void Setup(in CameraData cameraData, RTHandle depthTextureHandle)
{
// base
{
var desc = cameraData.cameraTargetDescriptor;
desc.graphicsFormat = QualitySettings.activeColorSpace == ColorSpace.Linear ? GraphicsFormat.R8G8B8A8_SRGB : GraphicsFormat.R8G8B8A8_UNorm;
desc.depthBufferBits = 0;
desc.msaaSamples = 1;
RenderingUtils.ReAllocateIfNeeded(ref dBufferColorHandles[0], desc, name: s_DBufferNames[0]);
}
if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal || m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
{
var desc = cameraData.cameraTargetDescriptor;
desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
desc.depthBufferBits = 0;
desc.msaaSamples = 1;
RenderingUtils.ReAllocateIfNeeded(ref dBufferColorHandles[1], desc, name: s_DBufferNames[1]);
}
if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
{
var desc = cameraData.cameraTargetDescriptor;
desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
desc.depthBufferBits = 0;
desc.msaaSamples = 1;
RenderingUtils.ReAllocateIfNeeded(ref dBufferColorHandles[2], desc, name: s_DBufferNames[2]);
}
// depth
depthHandle = depthTextureHandle;
}
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
ConfigureTarget(dBufferColorHandles, depthHandle);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags;
DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria);
var cmd = renderingData.commandBuffer;
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
cmd.SetGlobalTexture(dBufferColorHandles[0].name, dBufferColorHandles[0].nameID);
if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal || m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
cmd.SetGlobalTexture(dBufferColorHandles[1].name, dBufferColorHandles[1].nameID);
if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
cmd.SetGlobalTexture(dBufferColorHandles[2].name, dBufferColorHandles[2].nameID);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT1, m_Settings.surfaceData == DecalSurfaceData.Albedo);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT2, m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT3, m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalLayers, m_DecalLayers);
// TODO: This should be replace with mrt clear once we support it
// Clear render targets
using (new ProfilingScope(cmd, m_DBufferClearSampler))
{
// for alpha compositing, color is cleared to 0, alpha to 1
// https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html
Blitter.BlitTexture(cmd, dBufferColorHandles[0], new Vector4(1, 1, 0, 0), m_DBufferClear, 0);
}
// Split here allows clear to be executed before DrawRenderers
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
m_DrawSystem.Execute(cmd);
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings);
}
}
public override void OnCameraCleanup(CommandBuffer cmd)
{
if (cmd == null)
{
throw new System.ArgumentNullException("cmd");
}
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT1, false);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT2, false);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DBufferMRT3, false);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalLayers, false);
}
}
}