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

139 lines
5.9 KiB
C#

using System.Collections.Generic;
using UnityEngine.Rendering.Universal.Internal;
namespace UnityEngine.Rendering.Universal
{
internal class DecalDrawGBufferSystem : DecalDrawSystem
{
public DecalDrawGBufferSystem(DecalEntityManager entityManager) : base("DecalDrawGBufferSystem.Execute", entityManager) { }
protected override int GetPassIndex(DecalCachedChunk decalCachedChunk) => decalCachedChunk.passIndexGBuffer;
}
internal class DecalGBufferRenderPass : ScriptableRenderPass
{
private FilteringSettings m_FilteringSettings;
private ProfilingSampler m_ProfilingSampler;
private List<ShaderTagId> m_ShaderTagIdList;
private DecalDrawGBufferSystem m_DrawSystem;
private DecalScreenSpaceSettings m_Settings;
private DeferredLights m_DeferredLights;
private RTHandle[] m_GbufferAttachments;
private bool m_DecalLayers;
public DecalGBufferRenderPass(DecalScreenSpaceSettings settings, DecalDrawGBufferSystem drawSystem, bool decalLayers)
{
renderPassEvent = RenderPassEvent.AfterRenderingGbuffer;
m_DrawSystem = drawSystem;
m_Settings = settings;
m_ProfilingSampler = new ProfilingSampler("Decal GBuffer Render");
m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1);
m_DecalLayers = decalLayers;
m_ShaderTagIdList = new List<ShaderTagId>();
if (drawSystem == null)
m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DecalGBufferProjector));
else
m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DecalGBufferMesh));
m_GbufferAttachments = new RTHandle[4];
}
internal void Setup(DeferredLights deferredLights)
{
m_DeferredLights = deferredLights;
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
if (m_DeferredLights.UseRenderPass)
{
m_GbufferAttachments[0] = m_DeferredLights.GbufferAttachments[0];
m_GbufferAttachments[1] = m_DeferredLights.GbufferAttachments[1];
m_GbufferAttachments[2] = m_DeferredLights.GbufferAttachments[2];
m_GbufferAttachments[3] = m_DeferredLights.GbufferAttachments[3];
if (m_DecalLayers)
{
var deferredInputAttachments = new RTHandle[]
{
m_DeferredLights.GbufferAttachments[m_DeferredLights.GbufferDepthIndex],
m_DeferredLights.GbufferAttachments[m_DeferredLights.GBufferRenderingLayers],
};
var deferredInputIsTransient = new bool[]
{
true, false, // TODO: Make rendering layers transient
};
ConfigureInputAttachments(deferredInputAttachments, deferredInputIsTransient);
}
else
{
var deferredInputAttachments = new RTHandle[]
{
m_DeferredLights.GbufferAttachments[m_DeferredLights.GbufferDepthIndex],
};
var deferredInputIsTransient = new bool[]
{
true,
};
ConfigureInputAttachments(deferredInputAttachments, deferredInputIsTransient);
}
}
else
{
m_GbufferAttachments[0] = m_DeferredLights.GbufferAttachments[0];
m_GbufferAttachments[1] = m_DeferredLights.GbufferAttachments[1];
m_GbufferAttachments[2] = m_DeferredLights.GbufferAttachments[2];
m_GbufferAttachments[3] = m_DeferredLights.GbufferAttachments[3];
}
ConfigureTarget(m_GbufferAttachments, m_DeferredLights.DepthAttachmentHandle);
}
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();
NormalReconstruction.SetupProperties(cmd, renderingData.cameraData);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalNormalBlendLow, m_Settings.normalBlend == DecalNormalBlend.Low);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalNormalBlendMedium, m_Settings.normalBlend == DecalNormalBlend.Medium);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalNormalBlendHigh, m_Settings.normalBlend == DecalNormalBlend.High);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalLayers, m_DecalLayers);
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.DecalNormalBlendLow, false);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalNormalBlendMedium, false);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalNormalBlendHigh, false);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.DecalLayers, false);
}
}
}