123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307 |
- using System;
- using System.Collections.Generic;
- using UnityEngine.Scripting.APIUpdating;
- namespace UnityEngine.Rendering.Universal
- {
- // Note: Spaced built-in events so we can add events in between them
- // We need to leave room as we sort render passes based on event.
- // Users can also inject render pass events in a specific point by doing RenderPassEvent + offset
- /// <summary>
- /// Controls when the render pass executes.
- /// </summary>
- [MovedFrom("UnityEngine.Rendering.LWRP")] public enum RenderPassEvent
- {
- BeforeRendering = 0,
- BeforeRenderingShadows = 50,
- AfterRenderingShadows = 100,
- BeforeRenderingPrepasses = 150,
- AfterRenderingPrePasses = 200,
- BeforeRenderingOpaques = 250,
- AfterRenderingOpaques = 300,
- BeforeRenderingSkybox = 350,
- AfterRenderingSkybox = 400,
- BeforeRenderingTransparents = 450,
- AfterRenderingTransparents = 500,
- BeforeRenderingPostProcessing = 550,
- AfterRenderingPostProcessing = 600,
- AfterRendering = 1000,
- }
- /// <summary>
- /// <c>ScriptableRenderPass</c> implements a logical rendering pass that can be used to extend Universal RP renderer.
- /// </summary>
- [MovedFrom("UnityEngine.Rendering.LWRP")] public abstract class ScriptableRenderPass
- {
- public RenderPassEvent renderPassEvent { get; set; }
- public RenderTargetIdentifier[] colorAttachments
- {
- get => m_ColorAttachments;
- }
- public RenderTargetIdentifier colorAttachment
- {
- get => m_ColorAttachments[0];
- }
- public RenderTargetIdentifier depthAttachment
- {
- get => m_DepthAttachment;
- }
- public ClearFlag clearFlag
- {
- get => m_ClearFlag;
- }
- public Color clearColor
- {
- get => m_ClearColor;
- }
- internal int eyeIndex { get; set; }
- internal bool overrideCameraTarget { get; set; }
- internal bool isBlitRenderPass { get; set; }
- RenderTargetIdentifier[] m_ColorAttachments = new RenderTargetIdentifier[]{BuiltinRenderTextureType.CameraTarget};
- RenderTargetIdentifier m_DepthAttachment = BuiltinRenderTextureType.CameraTarget;
- ClearFlag m_ClearFlag = ClearFlag.None;
- Color m_ClearColor = Color.black;
- public ScriptableRenderPass()
- {
- renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
- m_ColorAttachments = new RenderTargetIdentifier[]{BuiltinRenderTextureType.CameraTarget, 0, 0, 0, 0, 0, 0, 0};
- m_DepthAttachment = BuiltinRenderTextureType.CameraTarget;
- m_ClearFlag = ClearFlag.None;
- m_ClearColor = Color.black;
- overrideCameraTarget = false;
- isBlitRenderPass = false;
- eyeIndex = 0;
- }
- /// <summary>
- /// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
- /// This method should be called inside Configure.
- /// </summary>
- /// <param name="colorAttachment">Color attachment identifier.</param>
- /// <param name="depthAttachment">Depth attachment identifier.</param>
- /// <seealso cref="Configure"/>
- public void ConfigureTarget(RenderTargetIdentifier colorAttachment, RenderTargetIdentifier depthAttachment)
- {
- m_DepthAttachment = depthAttachment;
- ConfigureTarget(colorAttachment);
- }
- /// <summary>
- /// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
- /// This method should be called inside Configure.
- /// </summary>
- /// <param name="colorAttachment">Color attachment identifier.</param>
- /// <param name="depthAttachment">Depth attachment identifier.</param>
- /// <seealso cref="Configure"/>
- public void ConfigureTarget(RenderTargetIdentifier[] colorAttachments, RenderTargetIdentifier depthAttachment)
- {
- overrideCameraTarget = true;
- uint nonNullColorBuffers = RenderingUtils.GetValidColorBufferCount(colorAttachments);
- if( nonNullColorBuffers > SystemInfo.supportedRenderTargetCount)
- Debug.LogError("Trying to set " + nonNullColorBuffers + " renderTargets, which is more than the maximum supported:" + SystemInfo.supportedRenderTargetCount);
- m_ColorAttachments = colorAttachments;
- m_DepthAttachment = depthAttachment;
- }
- /// <summary>
- /// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
- /// This method should be called inside Configure.
- /// </summary>
- /// <param name="colorAttachment">Color attachment identifier.</param>
- /// <seealso cref="Configure"/>
- public void ConfigureTarget(RenderTargetIdentifier colorAttachment)
- {
- overrideCameraTarget = true;
- m_ColorAttachments[0] = colorAttachment;
- for (int i = 1; i < m_ColorAttachments.Length; ++i)
- m_ColorAttachments[i] = 0;
- }
- /// <summary>
- /// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
- /// This method should be called inside Configure.
- /// </summary>
- /// <param name="colorAttachment">Color attachment identifier.</param>
- /// <seealso cref="Configure"/>
- public void ConfigureTarget(RenderTargetIdentifier[] colorAttachments)
- {
- ConfigureTarget(colorAttachments, BuiltinRenderTextureType.CameraTarget);
- }
- /// <summary>
- /// Configures clearing for the render targets for this render pass. Call this inside Configure.
- /// </summary>
- /// <param name="clearFlag">ClearFlag containing information about what targets to clear.</param>
- /// <param name="clearColor">Clear color.</param>
- /// <seealso cref="Configure"/>
- public void ConfigureClear(ClearFlag clearFlag, Color clearColor)
- {
- m_ClearFlag = clearFlag;
- m_ClearColor = clearColor;
- }
- /// <summary>
- /// This method is called by the renderer before executing the render pass.
- /// Override this method if you need to to configure render targets and their clear state, and to create temporary render target textures.
- /// If a render pass doesn't override this method, this render pass renders to the active Camera's render target.
- /// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
- /// </summary>
- /// <param name="cmd">CommandBuffer to enqueue rendering commands. This will be executed by the pipeline.</param>
- /// <param name="cameraTextureDescriptor">Render texture descriptor of the camera render target.</param>
- /// <seealso cref="ConfigureTarget"/>
- /// <seealso cref="ConfigureClear"/>
- public virtual void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
- {}
- /// <summary>
- /// Called upon finish rendering a camera. You can use this callback to release any resources created
- /// by this render
- /// pass that need to be cleanup once camera has finished rendering.
- /// This method be called for all cameras in a camera stack.
- /// </summary>
- /// <param name="cmd">Use this CommandBuffer to cleanup any generated data</param>
- public virtual void FrameCleanup(CommandBuffer cmd)
- {}
- /// <summary>
- /// Called upon finish rendering a camera stack. You can use this callback to release any resources created
- /// by this render pass that need to be cleanup once all cameras in the stack have finished rendering.
- /// This method will be called once after rendering the last camera in the camera stack.
- /// Cameras that don't have an explicit camera stack are also considered stacked rendering.
- /// In that case the Base camera is the first and last camera in the stack.
- /// </summary>
- /// <param name="cmd">Use this CommandBuffer to cleanup any generated data</param>
- /// NB: We are not so sure about this API. Thus, why internal.
- internal virtual void OnFinishCameraStackRendering(CommandBuffer cmd)
- {}
- /// <summary>
- /// Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation
- /// </summary>
- /// <param name="context">Use this render context to issue any draw commands during execution</param>
- /// <param name="renderingData">Current rendering state information</param>
- public abstract void Execute(ScriptableRenderContext context, ref RenderingData renderingData);
- /// <summary>
- /// Add a blit command to the context for execution. This changes the active render target in the ScriptableRenderer to
- /// destination.
- /// </summary>
- /// <param name="cmd">Command buffer to record command for execution.</param>
- /// <param name="source">Source texture or target identifier to blit from.</param>
- /// <param name="destination">Destination texture or target identifier to blit into. This becomes the renderer active render target.</param>
- /// <param name="material">Material to use.</param>
- /// <param name="passIndex">Shader pass to use. Default is 0.</param>
- /// <seealso cref="ScriptableRenderer"/>
- public void Blit(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material = null, int passIndex = 0)
- {
- ScriptableRenderer.SetRenderTarget(cmd, destination, BuiltinRenderTextureType.CameraTarget, clearFlag, clearColor);
- cmd.Blit(source, destination, material, passIndex);
- }
- /// <summary>
- /// Adds a Render Post-processing command for execution. This changes the active render target in the ScriptableRenderer to destination.
- /// This method is only used for compatibility with the Post-processing V2 package.
- /// </summary>
- /// <param name="cmd">Command buffer to record command for execution.</param>
- /// <param name="cameraData">Camera rendering data.</param>
- /// <param name="sourceDescriptor">Render texture descriptor for source.</param>
- /// <param name="source">Source texture or render target identifier.</param>
- /// <param name="destination">Destination texture or render target identifier.</param>
- /// <param name="opaqueOnly">If true, only renders opaque post-processing effects. Otherwise, renders before and after stack post-processing effects.</param>
- /// <param name="flip">If true, flips image vertically.</param>
- [Obsolete("RenderPostProcessing only works with Post-processing v2. The use of the Post-processing Stack V2 is deprecated in the Universal Render Pipeline.")]
- public void RenderPostProcessing(CommandBuffer cmd, ref CameraData cameraData, RenderTextureDescriptor sourceDescriptor, RenderTargetIdentifier source, RenderTargetIdentifier destination, bool opaqueOnly, bool flip)
- {
- #if POST_PROCESSING_STACK_2_0_0_OR_NEWER
- ScriptableRenderer.ConfigureActiveTarget(destination, BuiltinRenderTextureType.CameraTarget);
- RenderingUtils.RenderPostProcessingCompat(cmd, ref cameraData, sourceDescriptor, source, destination, opaqueOnly, flip);
- #endif
- }
- /// <summary>
- /// Creates <c>DrawingSettings</c> based on current the rendering state.
- /// </summary>
- /// <param name="shaderTagId">Shader pass tag to render.</param>
- /// <param name="renderingData">Current rendering state.</param>
- /// <param name="sortingCriteria">Criteria to sort objects being rendered.</param>
- /// <returns></returns>
- /// <seealso cref="DrawingSettings"/>
- public DrawingSettings CreateDrawingSettings(ShaderTagId shaderTagId, ref RenderingData renderingData, SortingCriteria sortingCriteria)
- {
- Camera camera = renderingData.cameraData.camera;
- SortingSettings sortingSettings = new SortingSettings(camera) { criteria = sortingCriteria };
- DrawingSettings settings = new DrawingSettings(shaderTagId, sortingSettings)
- {
- perObjectData = renderingData.perObjectData,
- mainLightIndex = renderingData.lightData.mainLightIndex,
- enableDynamicBatching = renderingData.supportsDynamicBatching,
- // Disable instancing for preview cameras. This is consistent with the built-in forward renderer. Also fixes case 1127324.
- enableInstancing = camera.cameraType == CameraType.Preview ? false : true,
- };
- return settings;
- }
- /// <summary>
- /// Creates <c>DrawingSettings</c> based on current rendering state.
- /// </summary>
- /// /// <param name="shaderTagIdList">List of shader pass tag to render.</param>
- /// <param name="renderingData">Current rendering state.</param>
- /// <param name="sortingCriteria">Criteria to sort objects being rendered.</param>
- /// <returns></returns>
- /// <seealso cref="DrawingSettings"/>
- public DrawingSettings CreateDrawingSettings(List<ShaderTagId> shaderTagIdList,
- ref RenderingData renderingData, SortingCriteria sortingCriteria)
- {
- if (shaderTagIdList == null || shaderTagIdList.Count == 0)
- {
- Debug.LogWarning("ShaderTagId list is invalid. DrawingSettings is created with default pipeline ShaderTagId");
- return CreateDrawingSettings(new ShaderTagId("UniversalPipeline"), ref renderingData, sortingCriteria);
- }
- DrawingSettings settings = CreateDrawingSettings(shaderTagIdList[0], ref renderingData, sortingCriteria);
- for (int i = 1; i < shaderTagIdList.Count; ++i)
- settings.SetShaderPassName(i, shaderTagIdList[i]);
- return settings;
- }
- public static bool operator <(ScriptableRenderPass lhs, ScriptableRenderPass rhs)
- {
- return lhs.renderPassEvent < rhs.renderPassEvent;
- }
- public static bool operator >(ScriptableRenderPass lhs, ScriptableRenderPass rhs)
- {
- return lhs.renderPassEvent > rhs.renderPassEvent;
- }
- // TODO: Remove this. Currently only used by FinalBlit pass.
- internal void SetRenderTarget(
- CommandBuffer cmd,
- RenderTargetIdentifier colorAttachment,
- RenderBufferLoadAction colorLoadAction,
- RenderBufferStoreAction colorStoreAction,
- ClearFlag clearFlags,
- Color clearColor,
- TextureDimension dimension)
- {
- if (dimension == TextureDimension.Tex2DArray)
- CoreUtils.SetRenderTarget(cmd, colorAttachment, clearFlags, clearColor, 0, CubemapFace.Unknown, -1);
- else
- CoreUtils.SetRenderTarget(cmd, colorAttachment, colorLoadAction, colorStoreAction, clearFlags, clearColor);
- }
- }
- }
|