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