namespace UnityEngine.Rendering.Universal.Internal
{
///
/// Copy the given color target to the current camera target
///
/// You can use this pass to copy the result of rendering to
/// the camera target. The pass takes the screen viewport into
/// consideration.
///
public class FinalBlitPass : ScriptableRenderPass
{
const string m_ProfilerTag = "Final Blit Pass";
RenderTargetHandle m_Source;
Material m_BlitMaterial;
TextureDimension m_TargetDimension;
public FinalBlitPass(RenderPassEvent evt, Material blitMaterial)
{
m_BlitMaterial = blitMaterial;
renderPassEvent = evt;
}
///
/// Configure the pass
///
///
///
public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle)
{
m_Source = colorHandle;
m_TargetDimension = baseDescriptor.dimension;
}
///
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (m_BlitMaterial == null)
{
Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_BlitMaterial, GetType().Name);
return;
}
// Note: We need to get the cameraData.targetTexture as this will get the targetTexture of the camera stack.
// Overlay cameras need to output to the target described in the base camera while doing camera stack.
ref CameraData cameraData = ref renderingData.cameraData;
RenderTargetIdentifier cameraTarget = (cameraData.targetTexture != null) ? new RenderTargetIdentifier(cameraData.targetTexture) : BuiltinRenderTextureType.CameraTarget;
bool requiresSRGBConvertion = Display.main.requiresSrgbBlitToBackbuffer;
// For stereo case, eye texture always want color data in sRGB space.
// If eye texture color format is linear, we do explicit sRGB convertion
#if ENABLE_VR && ENABLE_VR_MODULE
if (cameraData.isStereoEnabled)
requiresSRGBConvertion = !XRGraphics.eyeTextureDesc.sRGB;
#endif
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
if (requiresSRGBConvertion)
cmd.EnableShaderKeyword(ShaderKeywordStrings.LinearToSRGBConversion);
else
cmd.DisableShaderKeyword(ShaderKeywordStrings.LinearToSRGBConversion);
// Use default blit for XR as we are not sure the UniversalRP blit handles stereo.
// The blit will be reworked for stereo along the XRSDK work.
Material blitMaterial = (cameraData.isStereoEnabled) ? null : m_BlitMaterial;
cmd.SetGlobalTexture("_BlitTex", m_Source.Identifier());
if (cameraData.isStereoEnabled || cameraData.isSceneViewCamera || cameraData.isDefaultViewport)
{
// This set render target is necessary so we change the LOAD state to DontCare.
cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget,
RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, // color
RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); // depth
cmd.Blit(m_Source.Identifier(), cameraTarget, blitMaterial);
}
else
{
// TODO: Final blit pass should always blit to backbuffer. The first time we do we don't need to Load contents to tile.
// We need to keep in the pipeline of first render pass to each render target to propertly set load/store actions.
// meanwhile we set to load so split screen case works.
SetRenderTarget(
cmd,
cameraTarget,
RenderBufferLoadAction.Load,
RenderBufferStoreAction.Store,
ClearFlag.None,
Color.black,
m_TargetDimension);
Camera camera = cameraData.camera;
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
cmd.SetViewport(cameraData.pixelRect);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, blitMaterial);
cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}