Ejemplo n.º 1
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        public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
        {
            cmd.GetTemporaryRT(m_ScreenSpaceShadowmap.id, m_RenderTextureDescriptor, FilterMode.Bilinear);

            RenderTargetIdentifier screenSpaceOcclusionTexture = m_ScreenSpaceShadowmap.Identifier();

            ConfigureTarget(screenSpaceOcclusionTexture);
            ConfigureClear(ClearFlag.All, Color.white);
        }
Ejemplo n.º 2
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            /// <inheritdoc/>
            public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
            {
                m_RenderTextureDescriptor = renderingData.cameraData.cameraTargetDescriptor;
                m_RenderTextureDescriptor.depthBufferBits = 0;
                m_RenderTextureDescriptor.msaaSamples     = 1;
                m_RenderTextureDescriptor.graphicsFormat  = RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R8_UNorm, FormatUsage.Linear | FormatUsage.Render)
                    ? GraphicsFormat.R8_UNorm
                    : GraphicsFormat.B8G8R8A8_UNorm;

                cmd.GetTemporaryRT(m_RenderTarget.id, m_RenderTextureDescriptor, FilterMode.Point);

                RenderTargetIdentifier renderTargetTexture = m_RenderTarget.Identifier();

                ConfigureTarget(renderTargetTexture);
                ConfigureClear(ClearFlag.None, Color.white);
            }
Ejemplo n.º 3
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        /// <inheritdoc/>
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);

            RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor;

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

            cmd.GetTemporaryRT(m_TemporaryColorTexture.id, opaqueDesc, filterMode);
            Blit(cmd, source, m_TemporaryColorTexture.Identifier(), blitMaterial, 0);
            Blit(cmd, m_TemporaryColorTexture.Identifier(), source);

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
Ejemplo n.º 4
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 public bool Equals(RenderTargetHandle other)
 {
     if (id == -2 || other.id == -2)
     {
         return(Identifier() == other.Identifier());
     }
     return(id == other.id);
 }
Ejemplo n.º 5
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        public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
        {
            m_CopyDepthPass.Setup(m_CameraDepthAttachment, m_DepthTexture);
            renderer.EnqueuePass(m_CopyDepthPass);

            Downsampling downsamplingMethod = UniversalRenderPipeline.asset.opaqueDownsampling;

            m_CopyColorPass.Setup(m_CameraColorAttachment.Identifier(), m_ColorTexture, downsamplingMethod);
            renderer.EnqueuePass(m_CopyColorPass);
        }
Ejemplo n.º 6
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    public override void Execute(ScriptableRenderContext context, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
    {
        CommandBuffer cmd = CommandBufferPool.Get(k_RenderGrabPassTag);

        using (new ProfilingSample(cmd, k_RenderGrabPassTag))
        {
            // copy screen into temporary RT
            Blit(cmd, m_ColorSource, m_ScreenCopyId.Identifier());

            // downsample screen copy into smaller RTs
            Blit(cmd, m_ScreenCopyId.Identifier(), m_BlurTemp1.Identifier());

            // Setup blur commands
            m_Blur.SetupCommandBuffer(cmd, m_BlurTemp1.id, m_BlurTemp2.id);

            // Set texture id so we can use it later
            cmd.SetGlobalTexture("_GrabBlurTexture", m_BlurTemp1.id);
        }

        context.ExecuteCommandBuffer(cmd);
        CommandBufferPool.Release(cmd);
    }
Ejemplo n.º 7
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        /// <inheritdoc/>
        public override void Execute(ScriptableRenderContext context, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
        {
            CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);

            RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor;

            opaqueDesc.depthBufferBits = 0;

            // Can't read and write to same color target, create a temp render target to blit.
            if (destination == UnityEngine.Rendering.Universal.RenderTargetHandle.CameraTarget)
            {
                cmd.GetTemporaryRT(m_TemporaryColorTexture.id, opaqueDesc, filterMode);
                Blit(cmd, source, m_TemporaryColorTexture.Identifier(), blitMaterial, blitShaderPassIndex);
                Blit(cmd, m_TemporaryColorTexture.Identifier(), source);
            }
            else
            {
                Blit(cmd, source, destination.Identifier(), blitMaterial, blitShaderPassIndex);
            }

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
Ejemplo n.º 8
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        // Here you can implement the rendering logic.
        // Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
        // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
        // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
        public override void Execute(ScriptableRenderContext context, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
        {
            CommandBuffer cmd = CommandBufferPool.Get("WorldSpaceRipple Pass");

            RenderTextureDescriptor opaqueDescriptor = renderingData.cameraData.cameraTargetDescriptor;

            opaqueDescriptor.depthBufferBits = 0;

            if (destination == UnityEngine.Rendering.Universal.RenderTargetHandle.CameraTarget)
            {
                cmd.GetTemporaryRT(temporaryColorTexture.id, opaqueDescriptor, FilterMode.Point);
                Blit(cmd, source, temporaryColorTexture.Identifier(), rippleMaterial, 0);
                Blit(cmd, temporaryColorTexture.Identifier(), source);
            }
            else
            {
                Blit(cmd, source, destination.Identifier(), rippleMaterial, 0);
            }



            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
Ejemplo n.º 9
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        /// <inheritdoc />
        public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            CommandBuffer cmd = CommandBufferPool.Get(m_profilerTag);

            int width  = renderingData.cameraData.cameraTargetDescriptor.width;
            int height = renderingData.cameraData.cameraTargetDescriptor.height;

            cmd.GetTemporaryRT(m_CameraColor.id, width, height);
            cmd.GetTemporaryRT(m_CameraDepth.id, width, height, 16);

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);

            ConfigureCameraTarget(m_CameraColor.Identifier(), m_CameraDepth.Identifier());


            // 1) Render different colors to the MRT outputs (render a blue quad to output#0 and a red quad to output#1)

            //m_ColorToMrtOutputs[0] = m_CameraColor;
            m_ColorsToMrtsPass.Setup(ref renderingData, cameraColorTarget, m_ColorToMrtOutputs);
            EnqueuePass(m_ColorsToMrtsPass);
            // Notice that the renderPass clearColor (yellow) is applied.



            // 2) Copy results to the camera target

            // layout (margin/blit/margin/..)
            // x: <-0.04-><-0.44-><-0.04-><-0.44-><-0.04->
            // y: <-0.25-><-0.50-><-0.25->

            m_Viewport.x      = 0.04f * width;
            m_Viewport.width  = 0.44f * width;
            m_Viewport.y      = 0.25f * height;
            m_Viewport.height = 0.50f * height;

            m_CopyToViewportPasses[0].Setup(m_ColorToMrtOutputs[0].Identifier(), m_CameraColor, m_Viewport);
            EnqueuePass(m_CopyToViewportPasses[0]);

            m_Viewport.x = (0.04f + 0.44f + 0.04f) * width;
            m_CopyToViewportPasses[1].Setup(m_ColorToMrtOutputs[1].Identifier(), m_CameraColor, m_Viewport);
            EnqueuePass(m_CopyToViewportPasses[1]);


            // 3) Final blit to the backbuffer
            m_FinalBlitPass.Setup(renderingData.cameraData.cameraTargetDescriptor, m_CameraColor);
            EnqueuePass(m_FinalBlitPass);
        }
Ejemplo n.º 10
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    public override void Execute(ScriptableRenderContext context, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
    {
        CommandBuffer buf = CommandBufferPool.Get();

        using (new ProfilingScope(buf, m_ProfilingSampler))
        {
            // copy screen into temporary RT
            int screenCopyID = Shader.PropertyToID("_ScreenCopyTexture");
            buf.GetTemporaryRT(screenCopyID, m_OpaqueDesc, FilterMode.Bilinear);
            buf.Blit(m_ColorHandle.Identifier(), screenCopyID);

            m_OpaqueDesc.width  /= 2;
            m_OpaqueDesc.height /= 2;

            // get two smaller RTs
            int blurredID  = Shader.PropertyToID("_BlurRT1");
            int blurredID2 = Shader.PropertyToID("_BlurRT2");
            buf.GetTemporaryRT(blurredID, m_OpaqueDesc, FilterMode.Bilinear);
            buf.GetTemporaryRT(blurredID2, m_OpaqueDesc, FilterMode.Bilinear);

            // downsample screen copy into smaller RT, release screen RT
            buf.Blit(screenCopyID, blurredID);
            buf.ReleaseTemporaryRT(screenCopyID);

            // horizontal blur
            buf.SetGlobalVector("offsets", new Vector4(m_BlurAmount.x / Screen.width, 0, 0, 0));
            buf.Blit(blurredID, blurredID2, m_BlurMaterial);
            // vertical blur
            buf.SetGlobalVector("offsets", new Vector4(0, m_BlurAmount.y / Screen.height, 0, 0));
            buf.Blit(blurredID2, blurredID, m_BlurMaterial);

            // horizontal blur
            buf.SetGlobalVector("offsets", new Vector4(m_BlurAmount.x * 2 / Screen.width, 0, 0, 0));
            buf.Blit(blurredID, blurredID2, m_BlurMaterial);
            // vertical blur
            buf.SetGlobalVector("offsets", new Vector4(0, m_BlurAmount.y * 2 / Screen.height, 0, 0));
            buf.Blit(blurredID2, blurredID, m_BlurMaterial);

            //Set Texture for Shader Graph
            buf.SetGlobalTexture("_GrabBlurTexture", blurredID);
        }

        context.ExecuteCommandBuffer(buf);
        CommandBufferPool.Release(buf);
    }
Ejemplo n.º 11
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        /// <inheritdoc />
        public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            CommandBuffer cmd = CommandBufferPool.Get(m_profilerTag);

            cmd.GetTemporaryRT(m_CameraColor.id, 1280, 720);
            cmd.GetTemporaryRT(m_CameraDepth.id, 1280, 720, 16);

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);

            ConfigureCameraTarget(m_CameraColor.Identifier(), m_CameraDepth.Identifier());

            // 1) Depth pre-pass
            m_DepthPrepass.Setup(renderingData.cameraData.cameraTargetDescriptor, m_CameraDepth);
            EnqueuePass(m_DepthPrepass);

            // 2) Forward opaque
            EnqueuePass(m_RenderOpaqueForwardPass); // will render to renderingData.cameraData.camera

            // 3) Final blit to the backbuffer
            m_FinalBlitPass.Setup(renderingData.cameraData.cameraTargetDescriptor, m_CameraColor);
            EnqueuePass(m_FinalBlitPass);
        }
Ejemplo n.º 12
0
        /// <summary>
        /// Set RenderBuffer for camera;
        /// </summary>
        private void RefreshRenderBufferForSingleCamera(ScriptableRenderContext context, ref RenderingData renderingData,
                                                        ref CameraData cameraData, out bool requiresDepthPrepass, out bool createDepthTexture)
        {
            Camera camera = renderingData.cameraData.camera;
            RenderTextureDescriptor cameraTargetDescriptor = renderingData.cameraData.cameraTargetDescriptor;
            bool applyPostProcessing = cameraData.postProcessEnabled;

            bool isSceneViewCamera    = cameraData.isSceneViewCamera;
            bool isPreviewCamera      = cameraData.isPreviewCamera;
            bool requiresDepthTexture = cameraData.requiresDepthTexture;
            bool isStereoEnabled      = cameraData.isStereoEnabled;

            // Depth prepass is generated in the following cases:
            // - If game or offscreen camera requires it we check if we can copy the depth from the rendering opaques pass and use that instead.
            // - Scene or preview cameras always require a depth texture. We do a depth pre-pass to simplify it and it shouldn't matter much for editor.
            requiresDepthPrepass  = requiresDepthTexture && !CanCopyDepth(ref renderingData.cameraData);
            requiresDepthPrepass |= isSceneViewCamera;
            requiresDepthPrepass |= isPreviewCamera;

            // The copying of depth should normally happen after rendering opaques.
            // But if we only require it for post processing or the scene camera then we do it after rendering transparent objects
            m_CopyDepthPass.renderPassEvent = (!requiresDepthTexture && (applyPostProcessing || isSceneViewCamera)) ?
                                              RenderPassEvent.AfterRenderingTransparents : RenderPassEvent.AfterRenderingOpaques;

            // TODO: CopyDepth pass is disabled in XR due to required work to handle camera matrices in URP.
            // IF this condition is removed make sure the CopyDepthPass.cs is working properly on all XR modes. This requires PureXR SDK integration.
            if (isStereoEnabled && requiresDepthTexture)
            {
                requiresDepthPrepass = true;
            }

            bool isRunningHololens = false;

#if ENABLE_VR && ENABLE_VR_MODULE
            isRunningHololens = UniversalRenderPipeline.IsRunningHololens(camera);
#endif
            bool createColorTexture = RequiresIntermediateColorTexture(ref cameraData);
            createColorTexture |= (rendererFeatures.Count != 0 && !isRunningHololens);
            createColorTexture &= !isPreviewCamera;

            // If camera requires depth and there's no depth pre-pass we create a depth texture that can be read later by effect requiring it.
            createDepthTexture  = cameraData.requiresDepthTexture && !requiresDepthPrepass;
            createDepthTexture |= (cameraData.renderType == CameraRenderType.Base && !cameraData.resolveFinalTarget);

#if UNITY_ANDROID || UNITY_WEBGL
            if (SystemInfo.graphicsDeviceType != GraphicsDeviceType.Vulkan)
            {
                // GLES can not use render texture's depth buffer with the color buffer of the backbuffer
                // in such case we create a color texture for it too.
                createColorTexture |= createDepthTexture;
            }
#endif
            // Configure all settings require to start a new camera stack (base camera only)
            if (cameraData.renderType == CameraRenderType.Base)
            {
                m_ActiveCameraColorAttachment = (createColorTexture) ? m_CameraColorAttachment : RenderTargetHandle.CameraTarget;
                m_ActiveCameraDepthAttachment = (createDepthTexture) ? m_CameraDepthAttachment : RenderTargetHandle.CameraTarget;

                bool intermediateRenderTexture = createColorTexture || createDepthTexture;

                // Doesn't create texture for Overlay cameras as they are already overlaying on top of created textures.
                bool createTextures = intermediateRenderTexture;
                if (createTextures)
                {
                    CreateCameraRenderTarget(context, ref renderingData.cameraData);
                }

                // if rendering to intermediate render texture we don't have to create msaa backbuffer
                int backbufferMsaaSamples = (intermediateRenderTexture) ? 1 : cameraTargetDescriptor.msaaSamples;

                if (Camera.main == camera && camera.cameraType == CameraType.Game && cameraData.targetTexture == null)
                {
                    SetupBackbufferFormat(backbufferMsaaSamples, isStereoEnabled);
                }
            }
            else
            {
                if (m_SplitUICameraAndSceneCameraRenderer)
                {
                    RefreshCameraColorAttachment(context, ref renderingData.cameraData);
                }
                else
                {
                    m_ActiveCameraColorAttachment = m_CameraColorAttachment;
                    m_ActiveCameraDepthAttachment = m_CameraDepthAttachment;
                }
            }

            ConfigureCameraTarget(m_ActiveCameraColorAttachment.Identifier(), m_ActiveCameraDepthAttachment.Identifier());
        }