/// <inheritdoc/>
        public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData)
        {
            if (renderer == null)
            {
                throw new ArgumentNullException(nameof(renderer));
            }

            CommandBuffer cmd = CommandBufferPool.Get(k_FinalBlitTag);

            if (renderingData.cameraData.isStereoEnabled || renderingData.cameraData.isSceneViewCamera)
            {
                cmd.Blit(colorAttachmentHandle.Identifier(), BuiltinRenderTextureType.CameraTarget);
            }
            else
            {
                cmd.SetGlobalTexture("_BlitTex", colorAttachmentHandle.Identifier());

                SetRenderTarget(
                    cmd,
                    BuiltinRenderTextureType.CameraTarget,
                    RenderBufferLoadAction.DontCare,
                    RenderBufferStoreAction.Store,
                    ClearFlag.None,
                    Color.black,
                    descriptor.dimension);

                cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
                cmd.SetViewport(renderingData.cameraData.camera.pixelRect);
                ScriptableRenderer.RenderFullscreenQuad(cmd, renderer.GetMaterial(MaterialHandle.Blit));
            }

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
        /// <inheritdoc/>
        public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData)
        {
            if (renderer == null)
            {
                throw new ArgumentNullException("renderer");
            }

            CommandBuffer          cmd              = CommandBufferPool.Get(k_DepthCopyTag);
            RenderTargetIdentifier depthSurface     = source.Identifier();
            RenderTargetIdentifier copyDepthSurface = destination.Identifier();
            Material depthCopyMaterial              = renderer.GetMaterial(MaterialHandle.CopyDepth);

            RenderTextureDescriptor descriptor = ScriptableRenderer.CreateRenderTextureDescriptor(ref renderingData.cameraData);

            descriptor.colorFormat     = RenderTextureFormat.Depth;
            descriptor.depthBufferBits = 32; //TODO: fix this ;
            descriptor.msaaSamples     = 1;
            descriptor.bindMS          = false;
            cmd.GetTemporaryRT(destination.id, descriptor, FilterMode.Point);

            cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier());

            if (renderingData.cameraData.msaaSamples > 1)
            {
                cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthNoMsaa);
                if (renderingData.cameraData.msaaSamples == 4)
                {
                    cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
                    cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
                }
                else
                {
                    cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
                    cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
                }
                cmd.Blit(depthSurface, copyDepthSurface, depthCopyMaterial);
            }
            else
            {
                cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthNoMsaa);
                cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
                cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
                ScriptableRenderer.CopyTexture(cmd, depthSurface, copyDepthSurface, depthCopyMaterial);
            }
            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
Beispiel #3
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        /// <inheritdoc/>
        public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData)
        {
            if (renderer == null)
            {
                throw new ArgumentNullException("renderer");
            }

            if (renderingData.lightData.mainLightIndex == -1)
            {
                return;
            }

            CommandBuffer cmd = CommandBufferPool.Get(k_CollectShadowsTag);

            cmd.GetTemporaryRT(colorAttachmentHandle.id, descriptor, FilterMode.Bilinear);

            // Note: The source isn't actually 'used', but there's an engine peculiarity (bug) that
            // doesn't like null sources when trying to determine a stereo-ized blit.  So for proper
            // stereo functionality, we use the screen-space shadow map as the source (until we have
            // a better solution).
            // An alternative would be DrawProcedural, but that would require further changes in the shader.
            RenderTargetIdentifier screenSpaceOcclusionTexture = colorAttachmentHandle.Identifier();

            SetRenderTarget(cmd, screenSpaceOcclusionTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
                            ClearFlag.Color | ClearFlag.Depth, Color.white, descriptor.dimension);

            // This blit is troublesome. When MSAA is enabled it will render a fullscreen quad + store resolved MSAA + extra blit
            // This consumes about 10MB of extra unnecessary bandwidth on boat attack.
            // In order to avoid it we can do a cmd.DrawMesh instead, however because LWRP doesn't setup camera matrices itself,
            // we would need to call an extra SetupCameraProperties here just to setup those matrices which is also troublesome.
            // We need get rid of SetupCameraProperties and setup camera matrices in LWRP ASAP.
            cmd.Blit(screenSpaceOcclusionTexture, screenSpaceOcclusionTexture, renderer.GetMaterial(MaterialHandle.ScreenSpaceShadow));

            if (renderingData.cameraData.isStereoEnabled)
            {
                Camera camera = renderingData.cameraData.camera;
                context.StartMultiEye(camera);
                context.ExecuteCommandBuffer(cmd);
                context.StopMultiEye(camera);
            }
            else
            {
                context.ExecuteCommandBuffer(cmd);
            }
            CommandBufferPool.Release(cmd);
        }
Beispiel #4
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        /// <inheritdoc/>
        public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData)
        {
            if (renderer == null)
            {
                throw new ArgumentNullException("renderer");
            }

            CommandBuffer cmd          = CommandBufferPool.Get(k_CopyColorTag);
            Downsampling  downsampling = renderingData.cameraData.opaqueTextureDownsampling;
            float         opaqueScaler = m_OpaqueScalerValues[(int)downsampling];

            RenderTextureDescriptor opaqueDesc = ScriptableRenderer.CreateRenderTextureDescriptor(ref renderingData.cameraData, opaqueScaler);

            opaqueDesc.msaaSamples     = 1;
            opaqueDesc.depthBufferBits = 0;

            RenderTargetIdentifier colorRT       = source.Identifier();
            RenderTargetIdentifier opaqueColorRT = destination.Identifier();

            cmd.GetTemporaryRT(destination.id, opaqueDesc, renderingData.cameraData.opaqueTextureDownsampling == Downsampling.None ? FilterMode.Point : FilterMode.Bilinear);
            switch (downsampling)
            {
            case Downsampling.None:
                cmd.Blit(colorRT, opaqueColorRT);
                break;

            case Downsampling._2xBilinear:
                cmd.Blit(colorRT, opaqueColorRT);
                break;

            case Downsampling._4xBox:
                Material samplingMaterial = renderer.GetMaterial(MaterialHandle.Sampling);
                samplingMaterial.SetFloat(m_SampleOffsetShaderHandle, 2);
                cmd.Blit(colorRT, opaqueColorRT, samplingMaterial, 0);
                break;

            case Downsampling._4xBilinear:
                cmd.Blit(colorRT, opaqueColorRT);
                break;
            }

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
        /// <inheritdoc/>
        public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData)
        {
            if (renderer == null)
            {
                throw new ArgumentNullException("renderer");
            }

            // Restore Render target for additional editor rendering.
            // Note: Scene view camera always perform depth prepass
            CommandBuffer cmd = CommandBufferPool.Get(k_CopyDepthToCameraTag);

            CoreUtils.SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget);
            cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier());
            cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthNoMsaa);
            cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
            cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
            cmd.Blit(source.Identifier(), BuiltinRenderTextureType.CameraTarget, renderer.GetMaterial(MaterialHandle.CopyDepth));
            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
        /// <inheritdoc/>
        public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData)
        {
            if (renderer == null)
            {
                throw new ArgumentNullException("renderer");
            }

            if (renderingData.lightData.mainLightIndex == -1)
            {
                return;
            }

            CommandBuffer cmd = CommandBufferPool.Get(k_CollectShadowsTag);

            cmd.GetTemporaryRT(colorAttachmentHandle.id, descriptor, FilterMode.Bilinear);

            // Note: The source isn't actually 'used', but there's an engine peculiarity (bug) that
            // doesn't like null sources when trying to determine a stereo-ized blit.  So for proper
            // stereo functionality, we use the screen-space shadow map as the source (until we have
            // a better solution).
            // An alternative would be DrawProcedural, but that would require further changes in the shader.
            RenderTargetIdentifier screenSpaceOcclusionTexture = colorAttachmentHandle.Identifier();

            SetRenderTarget(cmd, screenSpaceOcclusionTexture, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
                            ClearFlag.Color | ClearFlag.Depth, Color.white, descriptor.dimension);
            cmd.Blit(screenSpaceOcclusionTexture, screenSpaceOcclusionTexture, renderer.GetMaterial(MaterialHandle.ScreenSpaceShadow));

            if (renderingData.cameraData.isStereoEnabled)
            {
                Camera camera = renderingData.cameraData.camera;
                context.StartMultiEye(camera);
                context.ExecuteCommandBuffer(cmd);
                context.StopMultiEye(camera);
            }
            else
            {
                context.ExecuteCommandBuffer(cmd);
            }
            CommandBufferPool.Release(cmd);
        }