using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; using UnityEngine.Rendering.Universal.Internal; namespace UnityEngine.Experimental.Rendering.Universal { internal class Renderer2D : ScriptableRenderer { ColorGradingLutPass m_ColorGradingLutPass; Render2DLightingPass m_Render2DLightingPass; PostProcessPass m_PostProcessPass; FinalBlitPass m_FinalBlitPass; PostProcessPass m_FinalPostProcessPass; #if POST_PROCESSING_STACK_2_0_0_OR_NEWER PostProcessPassCompat m_PostProcessPassCompat; #endif bool m_UseDepthStencilBuffer = true; RenderTargetHandle m_ColorTargetHandle; RenderTargetHandle m_AfterPostProcessColorHandle; RenderTargetHandle m_ColorGradingLutHandle; Material m_BlitMaterial; Renderer2DData m_Renderer2DData; public Renderer2D(Renderer2DData data) : base(data) { m_BlitMaterial = CoreUtils.CreateEngineMaterial(data.blitShader); m_ColorGradingLutPass = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingOpaques, data.postProcessData); m_Render2DLightingPass = new Render2DLightingPass(data); m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing, data.postProcessData, m_BlitMaterial); m_FinalPostProcessPass = new PostProcessPass(RenderPassEvent.AfterRenderingPostProcessing, data.postProcessData, m_BlitMaterial); m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering, m_BlitMaterial); #if POST_PROCESSING_STACK_2_0_0_OR_NEWER m_PostProcessPassCompat = new PostProcessPassCompat(RenderPassEvent.BeforeRenderingPostProcessing); #endif m_UseDepthStencilBuffer = data.useDepthStencilBuffer; m_AfterPostProcessColorHandle.Init("_AfterPostProcessTexture"); m_ColorGradingLutHandle.Init("_InternalGradingLut"); m_Renderer2DData = data; } protected override void Dispose(bool disposing) { CoreUtils.Destroy(m_BlitMaterial); } public Renderer2DData GetRenderer2DData() { return m_Renderer2DData; } public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData) { ref CameraData cameraData = ref renderingData.cameraData; ref var cameraTargetDescriptor = ref cameraData.cameraTargetDescriptor; PixelPerfectCamera ppc; cameraData.camera.TryGetComponent(out ppc); Vector2Int ppcOffscreenRTSize = ppc != null ? ppc.offscreenRTSize : Vector2Int.zero; bool ppcUsesOffscreenRT = ppcOffscreenRTSize != Vector2Int.zero; var postProcessFeatureSet = UniversalRenderPipeline.asset.postProcessingFeatureSet; bool postProcessEnabled = renderingData.cameraData.postProcessEnabled; bool useOffscreenColorTexture = ppcUsesOffscreenRT || postProcessEnabled || cameraData.isHdrEnabled || cameraData.isSceneViewCamera || !cameraData.isDefaultViewport || !m_UseDepthStencilBuffer; // Pixel Perfect Camera may request a different RT size than camera VP size. // In that case we need to modify cameraTargetDescriptor here so that all the passes would use the same size. if (ppcUsesOffscreenRT) { cameraTargetDescriptor.width = ppcOffscreenRTSize.x; cameraTargetDescriptor.height = ppcOffscreenRTSize.y; } if (useOffscreenColorTexture) { var filterMode = ppc != null ? ppc.finalBlitFilterMode : FilterMode.Bilinear; m_ColorTargetHandle = CreateOffscreenColorTexture(context, ref cameraTargetDescriptor, filterMode); } else m_ColorTargetHandle = RenderTargetHandle.CameraTarget; ConfigureCameraTarget(m_ColorTargetHandle.Identifier(), BuiltinRenderTextureType.CameraTarget); m_Render2DLightingPass.ConfigureTarget(m_ColorTargetHandle.Identifier()); EnqueuePass(m_Render2DLightingPass); bool requireFinalBlitPass = useOffscreenColorTexture; var finalBlitSourceHandle = m_ColorTargetHandle; if (postProcessEnabled && postProcessFeatureSet == PostProcessingFeatureSet.Integrated) { m_ColorGradingLutPass.Setup(m_ColorGradingLutHandle); EnqueuePass(m_ColorGradingLutPass); // When using Upscale Render Texture on a Pixel Perfect Camera, we want all post-processing effects done with a low-res RT, // and only upscale the low-res RT to fullscreen when blitting it to camera target. if (ppc != null && ppc.upscaleRT && ppc.isRunning) { m_PostProcessPass.Setup( cameraTargetDescriptor, m_ColorTargetHandle, m_AfterPostProcessColorHandle, RenderTargetHandle.CameraTarget, m_ColorGradingLutHandle, false, false ); EnqueuePass(m_PostProcessPass); requireFinalBlitPass = true; finalBlitSourceHandle = m_AfterPostProcessColorHandle; } else if (renderingData.cameraData.antialiasing == AntialiasingMode.FastApproximateAntialiasing) { m_PostProcessPass.Setup( cameraTargetDescriptor, m_ColorTargetHandle, m_AfterPostProcessColorHandle, RenderTargetHandle.CameraTarget, m_ColorGradingLutHandle, true, false ); EnqueuePass(m_PostProcessPass); m_FinalPostProcessPass.SetupFinalPass(m_AfterPostProcessColorHandle); EnqueuePass(m_FinalPostProcessPass); requireFinalBlitPass = false; } else { m_PostProcessPass.Setup( cameraTargetDescriptor, m_ColorTargetHandle, RenderTargetHandle.CameraTarget, RenderTargetHandle.CameraTarget, m_ColorGradingLutHandle, false, true ); EnqueuePass(m_PostProcessPass); requireFinalBlitPass = false; } } #if POST_PROCESSING_STACK_2_0_0_OR_NEWER else if (postProcessEnabled && postProcessFeatureSet == PostProcessingFeatureSet.PostProcessingV2) { m_PostProcessPassCompat.Setup(cameraData.cameraTargetDescriptor, m_ColorTargetHandle, m_ColorTargetHandle); EnqueuePass(m_PostProcessPassCompat); } #endif if (requireFinalBlitPass) { m_FinalBlitPass.Setup(cameraTargetDescriptor, finalBlitSourceHandle); EnqueuePass(m_FinalBlitPass); } } public override void SetupCullingParameters(ref ScriptableCullingParameters cullingParameters, ref CameraData cameraData) { cullingParameters.cullingOptions = CullingOptions.None; cullingParameters.isOrthographic = cameraData.camera.orthographic; cullingParameters.shadowDistance = 0.0f; } RenderTargetHandle CreateOffscreenColorTexture(ScriptableRenderContext context, ref RenderTextureDescriptor cameraTargetDescriptor, FilterMode filterMode) { RenderTargetHandle colorTextureHandle = new RenderTargetHandle(); colorTextureHandle.Init("_CameraColorTexture"); var colorDescriptor = cameraTargetDescriptor; colorDescriptor.depthBufferBits = m_UseDepthStencilBuffer ? 32 : 0; CommandBuffer cmd = CommandBufferPool.Get("Create Camera Textures"); cmd.GetTemporaryRT(colorTextureHandle.id, colorDescriptor, filterMode); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); return colorTextureHandle; } public override void FinishRendering(CommandBuffer cmd) { if (m_ColorTargetHandle != RenderTargetHandle.CameraTarget) cmd.ReleaseTemporaryRT(m_ColorTargetHandle.id); } } }