public static void Start(ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfiguration, Camera currentCamera) { if (LightweightUtils.HasFlag(renderingConfiguration, FrameRenderingConfiguration.Stereo)) { context.StartMultiEye(currentCamera); } }
private void SetupIntermediateRenderTextures(CommandBuffer cmd, FrameRenderingConfiguration renderingConfig, int msaaSamples, CameraContext cameraContext, RenderTargetIdentifier ColorRT) { var camera = cameraContext.Camera; RenderTextureDescriptor baseDesc; if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo)) { baseDesc = XRSettings.eyeTextureDesc; } else { baseDesc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight); } float renderScale = (camera.cameraType == CameraType.Game) ? m_Asset.RenderScale : 1.0f; baseDesc.width = (int)((float)baseDesc.width * renderScale); baseDesc.height = (int)((float)baseDesc.height * renderScale); // TODO: Might be worth caching baseDesc for allocation of other targets (Screen-space Shadow Map?) if (m_RequireDepthTexture) { var depthRTDesc = baseDesc; depthRTDesc.colorFormat = RenderTextureFormat.Depth; depthRTDesc.depthBufferBits = kDepthStencilBufferBits; cmd.GetTemporaryRT(CameraRenderTargetID.depth, depthRTDesc, FilterMode.Bilinear); if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DepthCopy)) { cmd.GetTemporaryRT(CameraRenderTargetID.depthCopy, depthRTDesc, FilterMode.Bilinear); } } var colorRTDesc = baseDesc; colorRTDesc.colorFormat = m_ColorFormat; colorRTDesc.depthBufferBits = kDepthStencilBufferBits; // TODO: does the color RT always need depth? colorRTDesc.sRGB = true; colorRTDesc.msaaSamples = msaaSamples; colorRTDesc.enableRandomWrite = false; // When offscreen camera current rendertarget is CameraTarget if (!cameraContext.IsOffscreenCamera) { cmd.GetTemporaryRT(CameraRenderTargetID.color, colorRTDesc, FilterMode.Bilinear); m_CurrCameraColorRT = ColorRT; } // When BeforeTransparent PostFX is enabled and only one effect is in the stack we need to create a temp // color RT to blit the effect. if (m_RequireCopyColor) { cmd.GetTemporaryRT(CameraRenderTargetID.copyColor, colorRTDesc, FilterMode.Point); } }
private void AfterTransparent(ref ScriptableRenderContext context, FrameRenderingConfiguration config, CameraContext cameraContext) { if (!LightweightUtils.HasFlag(config, FrameRenderingConfiguration.PostProcess)) { return; } CommandBuffer cmd = CommandBufferPool.Get("After Transparent"); m_TextureUtil.RenderPostProcess(cmd, m_TextureUtil.CurrCameraColorRT, BuiltinRenderTextureType.CameraTarget, false, cameraContext.Camera); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); }
private void ForwardPass(List <VisibleLight> visibleLights, FrameRenderingConfiguration frameRenderingConfiguration, ref ScriptableRenderContext context, ref LightData lightData, CameraContext cameraContext, CullResults cullResults) { SetupShaderConstants(visibleLights, ref context, ref lightData, ref cullResults); RendererConfiguration rendererSettings = GetRendererSettings(ref lightData); BeginForwardRendering(ref context, frameRenderingConfiguration, cameraContext); RenderOpaques(ref context, rendererSettings, cullResults.visibleRenderers, cameraContext); AfterOpaque(ref context, frameRenderingConfiguration, cameraContext); RenderTransparents(ref context, rendererSettings, cullResults.visibleRenderers, cameraContext); AfterTransparent(ref context, frameRenderingConfiguration, cameraContext); EndForwardRendering(ref context, frameRenderingConfiguration, cameraContext); }
private void AfterOpaque(ref ScriptableRenderContext context, FrameRenderingConfiguration config, CameraContext cameraContext) { if (!m_TextureUtil.RequireDepthTexture) { return; } CommandBuffer cmd = CommandBufferPool.Get("After Opaque"); cmd.SetGlobalTexture(CameraRenderTargetID.depth, m_DepthRT); bool setRenderTarget = false; RenderTargetIdentifier depthRT = m_DepthRT; var camera = cameraContext.Camera; // TODO: There's currently an issue in the PostFX stack that has a one frame delay when an effect is enabled/disabled // when an effect is disabled, HasOpaqueOnlyEffects returns true in the first frame, however inside render the effect // state is update, causing RenderPostProcess here to not blit to FinalColorRT. Until the next frame the RT will have garbage. if (LightweightUtils.HasFlag(config, FrameRenderingConfiguration.BeforeTransparentPostProcess)) { // When only have one effect in the stack we blit to a work RT then blit it back to active color RT. // This seems like an extra blit but it saves us a depth copy/blit which has some corner cases like msaa depth resolve. if (m_TextureUtil.RequireCopyColor) { m_TextureUtil.RenderPostProcess(cmd, m_TextureUtil.CurrCameraColorRT, m_CopyColorRT, true, camera); cmd.Blit(m_CopyColorRT, m_TextureUtil.CurrCameraColorRT); } else { m_TextureUtil.RenderPostProcess(cmd, m_TextureUtil.CurrCameraColorRT, m_TextureUtil.CurrCameraColorRT, true, camera); } setRenderTarget = true; m_TextureUtil.SetRenderTarget(cmd, m_TextureUtil.CurrCameraColorRT, m_DepthRT, camera.backgroundColor); } if (LightweightUtils.HasFlag(config, FrameRenderingConfiguration.DepthCopy)) { m_TextureUtil.CopyTexture(cmd, m_DepthRT, m_CopyDepth); depthRT = m_CopyDepth; setRenderTarget = true; } if (setRenderTarget) { m_TextureUtil.SetRenderTarget(cmd, m_TextureUtil.CurrCameraColorRT, depthRT, camera.backgroundColor); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); }
private void BeginForwardRendering(ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfig, CameraContext cameraContext) { RenderTargetIdentifier colorRT = BuiltinRenderTextureType.CameraTarget; RenderTargetIdentifier depthRT = BuiltinRenderTextureType.None; StereoRendering.Start(ref context, renderingConfig, cameraContext.Camera); CommandBuffer cmd = CommandBufferPool.Get("SetCameraRenderTarget"); bool intermediateTexture = LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture); if (intermediateTexture) { if (!cameraContext.IsOffscreenCamera) { colorRT = m_TextureUtil.CurrCameraColorRT; } if (m_TextureUtil.RequireDepthTexture) { depthRT = m_DepthRT; } } ClearFlag clearFlag = ClearFlag.None; CameraClearFlags cameraClearFlags = cameraContext.Camera.clearFlags; if (cameraClearFlags != CameraClearFlags.Nothing) { clearFlag |= ClearFlag.Depth; if (cameraClearFlags == CameraClearFlags.Color || cameraClearFlags == CameraClearFlags.Skybox) { clearFlag |= ClearFlag.Color; } } m_TextureUtil.SetRenderTarget(cmd, colorRT, depthRT, cameraContext.Camera.backgroundColor, clearFlag); // If rendering to an intermediate RT we resolve viewport on blit due to offset not being supported // while rendering to a RT. if (!intermediateTexture && !LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DefaultViewport)) { cmd.SetViewport(cameraContext.Camera.pixelRect); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); }
public void SetupIntermediateResources(FrameRenderingConfiguration renderingConfig, ref ScriptableRenderContext context, CameraContext cameraContext, RenderTargetIdentifier colorRT) { CommandBuffer cmd = CommandBufferPool.Get("Setup Intermediate Resources"); int msaaSamples = (cameraContext.IsOffscreenCamera) ? Math.Min(cameraContext.Camera.targetTexture.antiAliasing, m_Asset.MSAASampleCount) : m_Asset.MSAASampleCount; msaaSamples = (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Msaa)) ? msaaSamples : 1; m_CurrCameraColorRT = BuiltinRenderTextureType.CameraTarget; if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture) || m_RequireDepthTexture) { SetupIntermediateRenderTextures(cmd, renderingConfig, msaaSamples, cameraContext, colorRT); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); }
private void EndForwardRendering(ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfig, CameraContext cameraContext) { // No additional rendering needs to be done if this is an off screen rendering camera if (cameraContext.IsOffscreenCamera) { return; } var camera = cameraContext.Camera; m_TextureUtil.Blit(context, m_TextureUtil.CurrCameraColorRT, renderingConfig, camera); if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo)) { context.StopMultiEye(camera); context.StereoEndRender(camera); } }
void Blit(CommandBuffer cmd, FrameRenderingConfiguration renderingConfig, RenderTargetIdentifier sourceRT, RenderTargetIdentifier destRT, Camera camera, Material material = null) { cmd.SetGlobalTexture(m_BlitTexID, sourceRT); if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.DefaultViewport)) { cmd.Blit(sourceRT, destRT, material); } else { if (m_BlitQuad == null) { m_BlitQuad = LightweightUtils.CreateQuadMesh(false); } SetRenderTarget(cmd, destRT, camera.backgroundColor); cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity); cmd.SetViewport(camera.pixelRect); cmd.DrawMesh(m_BlitQuad, Matrix4x4.identity, material); } }
public void CollectShadows(Camera camera, FrameRenderingConfiguration frameRenderingConfiguration, ref ScriptableRenderContext context) { CommandBuffer cmd = CommandBufferPool.Get("Collect Shadows"); SetShadowCollectPassKeywords(cmd); // 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. cmd.SetRenderTarget(m_ScreenSpaceShadowmapTexture); cmd.ClearRenderTarget(true, true, Color.white); cmd.Blit(m_ScreenSpaceShadowmapTexture, m_ScreenSpaceShadowmapTexture, m_ScreenSpaceShadowsMaterial); LightweightUtils.StartStereoRendering(camera, ref context, frameRenderingConfiguration); context.ExecuteCommandBuffer(cmd); LightweightUtils.StopStereoRendering(camera, ref context, frameRenderingConfiguration); CommandBufferPool.Release(cmd); }
private void DepthPass(ref ScriptableRenderContext context, FrameRenderingConfiguration frameRenderingConfiguration, FilterResults visibleRenderers, Camera camera) { CommandBuffer cmd = CommandBufferPool.Get("Depth Prepass"); m_TextureUtil.SetRenderTarget(cmd, m_DepthRT, camera.backgroundColor, ClearFlag.Depth); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); var opaqueDrawSettings = new DrawRendererSettings(camera, m_DepthPrepass); opaqueDrawSettings.sorting.flags = SortFlags.CommonOpaque; var opaqueFilterSettings = new FilterRenderersSettings(true) { renderQueueRange = RenderQueueRange.opaque }; StereoRendering.Start(ref context, frameRenderingConfiguration, camera); context.DrawRenderers(visibleRenderers, ref opaqueDrawSettings, opaqueFilterSettings); StereoRendering.Stop(ref context, frameRenderingConfiguration, camera); }
public void Blit(ScriptableRenderContext context, RenderTargetIdentifier currCameraColorRT, FrameRenderingConfiguration renderingConfig, Camera camera) { var cmd = CommandBufferPool.Get("Blit"); if (m_IntermediateTextureArray) { cmd.Blit(currCameraColorRT, BuiltinRenderTextureType.CameraTarget); } else if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.IntermediateTexture)) { Material blitMaterial = m_BlitMaterial; if (LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.Stereo)) { blitMaterial = null; } // If PostProcessing is enabled, it is already blit to CameraTarget. if (!LightweightUtils.HasFlag(renderingConfig, FrameRenderingConfiguration.PostProcess)) { Blit(cmd, renderingConfig, currCameraColorRT, BuiltinRenderTextureType.CameraTarget, camera, blitMaterial); } } SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget, camera.backgroundColor); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); }
public static void StopStereoRendering(Camera camera, ref ScriptableRenderContext context, FrameRenderingConfiguration renderingConfiguration) { if (CoreUtils.HasFlag(renderingConfiguration, FrameRenderingConfiguration.Stereo)) { context.StopMultiEye(camera); } }
public static bool HasFlag(FrameRenderingConfiguration mask, FrameRenderingConfiguration flag) { return((mask & flag) != 0); }
public void ShadowCollectPass(List <VisibleLight> visibleLights, ref ScriptableRenderContext context, ref LightData lightData, FrameRenderingConfiguration frameRenderingConfiguration, Camera currentCamera) { if (!m_ShadowSettings.screenSpace) { return; } CommandBuffer cmd = CommandBufferPool.Get("Collect Shadows"); SetShadowCollectPassKeywords(cmd, visibleLights[lightData.mainLightIndex], ref lightData); // TODO: Support RenderScale for the SSSM target. Should probably move allocation elsewhere, or at // least propogate RenderTextureDescriptor generation if (LightweightUtils.HasFlag(frameRenderingConfiguration, FrameRenderingConfiguration.Stereo)) { var desc = XRSettings.eyeTextureDesc; desc.depthBufferBits = 0; desc.colorFormat = m_ShadowSettings.screenspaceShadowmapTextureFormat; cmd.GetTemporaryRT(m_ScreenSpaceShadowMapRTID, desc, FilterMode.Bilinear); } else { cmd.GetTemporaryRT(m_ScreenSpaceShadowMapRTID, currentCamera.pixelWidth, currentCamera.pixelHeight, 0, FilterMode.Bilinear, m_ShadowSettings.screenspaceShadowmapTextureFormat); } // 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. cmd.Blit(m_ScreenSpaceShadowMapRT, m_ScreenSpaceShadowMapRT, m_ScreenSpaceShadowsMaterial); StereoRendering.Start(ref context, frameRenderingConfiguration, currentCamera); context.ExecuteCommandBuffer(cmd); StereoRendering.Stop(ref context, frameRenderingConfiguration, currentCamera); CommandBufferPool.Release(cmd); }