Exemple #1
0
 void ExecuteBuffer(ScriptableRenderContext context, Camera camera)
 {
     context.ExecuteCommandBuffer(buffer);
     buffer.Clear();
 }
Exemple #2
0
 void ExecuteBuffer()
 {
     context.ExecuteCommandBuffer(buffer);
     buffer.Clear();
 }
Exemple #3
0
        protected override void Render(ScriptableRenderContext context, Camera[] cameras)
        {
            BeginFrameRendering(context, cameras);

            foreach (Camera camera in cameras)
            {
                BeginCameraRendering(context, camera);

                //Culling
                ScriptableCullingParameters cullingParams;
                if (!camera.TryGetCullingParameters(out cullingParams))
                {
                    continue;
                }
                CullingResults cull = context.Cull(ref cullingParams);

                //Camera setup some builtin variables e.g. camera projection matrices etc
                context.SetupCameraProperties(camera);

                //Get the setting from camera component
                bool drawSkyBox = camera.clearFlags == CameraClearFlags.Skybox? true : false;
                bool clearDepth = camera.clearFlags == CameraClearFlags.Nothing? false : true;
                bool clearColor = camera.clearFlags == CameraClearFlags.Color? true : false;

                //Camera clear flag
                CommandBuffer cmd = new CommandBuffer();
                cmd.ClearRenderTarget(clearDepth, clearColor, camera.backgroundColor);
                context.ExecuteCommandBuffer(cmd);
                cmd.Release();

                //Setup DrawSettings and FilterSettings
                var               sortingSettings = new SortingSettings(camera);
                DrawingSettings   drawSettings    = new DrawingSettings(m_PassName, sortingSettings);
                FilteringSettings filterSettings  = new FilteringSettings(RenderQueueRange.all);

                //Skybox
                if (drawSkyBox)
                {
                    context.DrawSkybox(camera);
                }

                //Opaque objects
                if (m_PipelineAsset.drawOpaqueObjects) //Use the settings on the asset
                {
                    sortingSettings.criteria        = SortingCriteria.CommonOpaque;
                    drawSettings.sortingSettings    = sortingSettings;
                    filterSettings.renderQueueRange = RenderQueueRange.opaque;
                    context.DrawRenderers(cull, ref drawSettings, ref filterSettings);
                }

                //Transparent objects
                if (m_PipelineAsset.drawTransparentObjects) //Use the settings on the asset
                {
                    sortingSettings.criteria        = SortingCriteria.CommonTransparent;
                    drawSettings.sortingSettings    = sortingSettings;
                    filterSettings.renderQueueRange = RenderQueueRange.transparent;
                    context.DrawRenderers(cull, ref drawSettings, ref filterSettings);
                }

                context.Submit();

                EndCameraRendering(context, camera);
            }

            EndFrameRendering(context, cameras);
        }
Exemple #4
0
        protected void RenderCamera(ScriptableRenderContext context, Camera camera)
        {
            m_CameraRender.Render(context, camera);
            return;



            BeginCameraRendering(context, camera);
            if (camera.cameraType == CameraType.SceneView)
            {
                ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
            }


            //setup camera



            //culling
            ScriptableCullingParameters cullingParams;

            camera.TryGetCullingParameters(out cullingParams);
            //setup shadow
            cullingParams.shadowDistance = Mathf.Min(m_PipelineConfig.ShadowSetting.maxDistance, camera.farClipPlane);


#if UNITY_EDITOR
            if (camera.cameraType == CameraType.SceneView)
            {
                ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
            }
#endif

            CullingResults cullResult = context.Cull(ref cullingParams);

            SetupRenderContext(ref context, ref cullResult, camera);



#if UNITY_EDITOR
            RenderGizmo(context, camera, GizmoSubset.PreImageEffects);
#endif

            RenderShadow(ref m_RenderContext);

            context.SetupCameraProperties(camera);
            cmd.Clear();
            cmd.ClearRenderTarget(true, true, Color.clear);
            context.ExecuteCommandBuffer(cmd);
            context.Submit();
            RenderObject(context, camera, ref cullResult);

            //draw skybox
            context.DrawSkybox(camera);

#if UNITY_EDITOR
            RenderGizmo(context, camera, GizmoSubset.PostImageEffects);
#endif


            Cleanup(ref m_RenderContext);
            context.Submit();

            EndCameraRendering(context, camera);
        }
    private void RenderCamera(ref ScriptableRenderContext context, Camera camera)
    {
        if (m_ShadowMap == null)
        {
            m_ShadowMap      = new RenderTexture(1024, 1024, 24, RenderTextureFormat.Shadowmap);
            m_ShadowMap.name = "Shadow Map";
            m_ShadowMap.Create();
        }

        if (camera.TryGetCullingParameters(out ScriptableCullingParameters cullingParameters))
        {
            // Start camera render
            RenderPipeline.BeginCameraRendering(context, camera);

            cullingParameters.shadowDistance = 30;

            // Perform culling operations
            CullingResults cullingResults = context.Cull(ref cullingParameters);

            // Shadow map rendering
            Matrix4x4 worldToShadowMatrix = Matrix4x4.identity;
            bool      didRenderShadowMap  = RenderShadowMaps(ref context, ref cullingResults, ref worldToShadowMatrix);

            // Setup camera for rendering
            context.SetupCameraProperties(camera);

            // Clear camera
            CommandBuffer cb_ClearCamera = new CommandBuffer();
            cb_ClearCamera.name = "ClearCamera";
            cb_ClearCamera.SetRenderTarget(camera.targetTexture);
            cb_ClearCamera.ClearRenderTarget(true, true, camera.backgroundColor);
            context.ExecuteCommandBuffer(cb_ClearCamera);

            // Draw opaque objects
            SortingSettings sortSettings = new SortingSettings(camera);
            sortSettings.criteria = SortingCriteria.CommonOpaque;

            FilteringSettings filterSettings = FilteringSettings.defaultValue;
            filterSettings.renderQueueRange = RenderQueueRange.opaque;

            if (didRenderShadowMap)
            {
                CommandBuffer cb = new CommandBuffer();
                cb.name = "Set up shadow shader properties";
                cb.SetGlobalTexture("_ShadowMapTexture", m_ShadowMap);
                cb.SetGlobalMatrix("_WorldToShadowMatrix", worldToShadowMatrix);
                cb.SetGlobalVector("_LightDirection", -cullingResults.visibleLights[0].light.transform.forward); // Direction towards the light
                context.ExecuteCommandBuffer(cb);
            }

            DrawingSettings opaqueDrawSettings = new DrawingSettings(s_OpaquePassTag, sortSettings);
            context.DrawRenderers(cullingResults, ref opaqueDrawSettings, ref filterSettings);

            // Draw skybox
            context.DrawSkybox(camera);

            // Final submission
            context.Submit();

            // End camera render
            RenderPipeline.EndCameraRendering(context, camera);
        }
    }
    public static void Render(ScriptableRenderContext context, IEnumerable <Camera> cameras, SRP07CustomParameter SRP07CP)
    {
        string tx = "";

        foreach (Camera camera in cameras)
        {
            ScriptableCullingParameters cullingParams;

            // Stereo-aware culling parameters are configured to perform a single cull for both eyes
            if (!CullResults.GetCullingParameters(camera, out cullingParams))
            {
                continue;
            }
            CullResults cull = new CullResults();
            CullResults.Cull(ref cullingParams, context, ref cull);

            // Setup camera for rendering (sets render target, view/projection matrices and other
            // per-camera built-in shader variables).
            context.SetupCameraProperties(camera);

            // clear depth buffer
            CommandBuffer cmd = new CommandBuffer();
            cmd.ClearRenderTarget(true, !SRP07CP.DrawSkybox, SRP07CP.ClearColor);
            context.ExecuteCommandBuffer(cmd);
            cmd.Release();

            // Setup global lighting shader variables
            SetupLightShaderVariables(cull.visibleLights, context);

            if (SRP07CP.DrawSkybox)
            {
                // Draw skybox
                context.DrawSkybox(camera);
            }

            // Setup DrawSettings and FilterSettings
            ShaderPassName          passName       = new ShaderPassName("BasicPass");
            DrawRendererSettings    drawSettings   = new DrawRendererSettings(camera, passName);
            FilterRenderersSettings filterSettings = new FilterRenderersSettings(true);

            // ////////////////////////////////////////////////////////////
            VisibleLight[]        ls = cull.visibleLights.ToArray();
            DrawShadowsSettings[] shadowsSettings = new DrawShadowsSettings[ls.Length];

            for (int i = 0; i < shadowsSettings.Length; i++)
            {
                shadowsSettings[i] = new DrawShadowsSettings(cull, i);
            }

            /*
             * if(camera == Camera.main) //Only generate result from main cam
             * {
             *  tx += "DrawShadowsSettings" + "\n"+ "\n";
             *
             *  for (int i=0; i<ls.Length; i++)
             *  {
             *      tx += "lightIndex = " + shadowsSettings[i].lightIndex + " (" + ls[i].light.name + ") " + "\n";
             *      tx += "splitData.cullingPlaneCount = " + shadowsSettings[i].splitData.cullingPlaneCount + "\n";
             *      tx += "splitData.cullingSphere = " + shadowsSettings[i].splitData.cullingSphere + "\n"+ "\n";
             *  }
             *
             *  // Output to text
             *  if (textMesh != null)
             *  {
             *      textMesh.text = tx;
             *      Debug.Log("<color=#0F0>TextMesh is updated</color>");
             *  }
             *  else
             *  {
             *      tx = "<color=#F00>TextMesh is null</color> Please hit play if you hasn't";
             *      Debug.Log(tx);
             *  }
             * }
             */
            // ////////////////////////////////////////////////////////////

            if (SRP07CP.DrawOpaque)
            {
                // Draw opaque objects using BasicPass shader pass
                drawSettings.sorting.flags      = SortFlags.CommonOpaque;
                filterSettings.renderQueueRange = RenderQueueRange.opaque;
                context.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);

                for (int i = 0; i < shadowsSettings.Length; i++)
                {
                    //if(ls[i].light.shadows != LightShadows.None)
                    //context.DrawShadows(ref shadowsSettings[i]);
                }
            }

            if (SRP07CP.DrawTransparent)
            {
                // Draw transparent objects using BasicPass shader pass
                drawSettings.sorting.flags      = SortFlags.CommonTransparent;
                filterSettings.renderQueueRange = RenderQueueRange.transparent;
                context.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);
            }

            context.Submit();
        }
    }
        /// <inheritdoc/>
        public override void Execute(ScriptableRenderContext context, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
        {
            CommandBuffer cmd = CommandBufferPool.Get("Light Shafts");

            int divider = 4;

            if (EnviroSkyMgr.instance.LightShaftsSettings.resolution == EnviroPostProcessing.SunShaftsResolution.Normal)
            {
                divider = 2;
            }
            else if (EnviroSkyMgr.instance.LightShaftsSettings.resolution == EnviroPostProcessing.SunShaftsResolution.High)
            {
                divider = 1;
            }

            Vector3 v = Vector3.one * 0.5f;

            if (lightSource)
            {
                v = myCam.WorldToViewportPoint(lightSource.position);
            }
            else
            {
                v = new Vector3(0.5f, 0.5f, 0.0f);
            }

            int rtW = renderingData.cameraData.cameraTargetDescriptor.width / divider;
            int rtH = renderingData.cameraData.cameraTargetDescriptor.height / divider;

            RenderTextureDescriptor textureDescriptor = renderingData.cameraData.cameraTargetDescriptor;

            textureDescriptor.width           = rtW;
            textureDescriptor.height          = rtH;
            textureDescriptor.depthBufferBits = 0;
            textureDescriptor.colorFormat     = RenderTextureFormat.Default;

            if (lrDepthBuffer == null)
            {
                lrDepthBuffer = new RenderTexture(textureDescriptor);
            }

            if (lrColorB == null)
            {
                lrColorB = new RenderTexture(textureDescriptor);
            }

            //   lrDepthBuffer = RenderTexture.GetTemporary(textureDescriptor);

            cmd.SetGlobalVector("_BlurRadius4", new Vector4(1.0f, 1.0f, 0.0f, 0.0f) * EnviroSkyMgr.instance.LightShaftsSettings.blurRadius);
            cmd.SetGlobalVector("_SunPosition", new Vector4(v.x, v.y, v.z, EnviroSkyMgr.instance.LightShaftsSettings.maxRadius));
            cmd.SetGlobalVector("_SunThreshold", treshold);

            if (blitMaterial == null)
            {
                blitMaterial = new Material(Shader.Find("Enviro/Effects/LightShafts"));
            }

            blitMaterial.SetVector("_BlurRadius4", new Vector4(1.0f, 1.0f, 0.0f, 0.0f) * EnviroSkyMgr.instance.LightShaftsSettings.blurRadius);
            blitMaterial.SetVector("_SunPosition", new Vector4(v.x, v.y, v.z, EnviroSkyMgr.instance.LightShaftsSettings.maxRadius));
            blitMaterial.SetVector("_SunThreshold", treshold);

            RenderTextureDescriptor textureDescriptorSource = renderingData.cameraData.cameraTargetDescriptor;

            textureDescriptorSource.graphicsFormat  = Experimental.Rendering.GraphicsFormat.R32G32B32A32_SFloat;
            textureDescriptorSource.depthBufferBits = 0;
            RenderTexture sourceRT = RenderTexture.GetTemporary(textureDescriptorSource);

            Blit(cmd, source, sourceRT);


            Graphics.Blit(sourceRT, lrDepthBuffer, blitMaterial, 2);
            //Blit(cmd, source, lrDepthBuffer, blitMaterial, 2);

            if (clearMaterial == null)
            {
                clearMaterial = new Material(Shader.Find("Enviro/Effects/ClearLightShafts"));
            }

            // paint a small black small border to get rid of clamping problems
            if (myCam.stereoActiveEye == Camera.MonoOrStereoscopicEye.Mono)
            {
                DrawBorder(lrDepthBuffer, clearMaterial);
            }

            // radial blur:
            radialBlurIterations = Mathf.Clamp(radialBlurIterations, 1, 4);
            float ofs = EnviroSkyMgr.instance.LightShaftsSettings.blurRadius * (1.0f / 768.0f);

            cmd.SetGlobalVector("_BlurRadius4", new Vector4(ofs, ofs, 0.0f, 0.0f));
            cmd.SetGlobalVector("_SunPosition", new Vector4(v.x, v.y, v.z, EnviroSkyMgr.instance.LightShaftsSettings.maxRadius));

            blitMaterial.SetVector("_BlurRadius4", new Vector4(ofs, ofs, 0.0f, 0.0f));
            blitMaterial.SetVector("_SunPosition", new Vector4(v.x, v.y, v.z, EnviroSkyMgr.instance.LightShaftsSettings.maxRadius));

            for (int it2 = 0; it2 < radialBlurIterations; it2++)
            {
                Graphics.Blit(lrDepthBuffer, lrColorB, blitMaterial, 1);
                //Blit(cmd, lrDepthBuffer, lrColorB, blitMaterial, 1);
                // RenderTexture.ReleaseTemporary(lrDepthBuffer);
                ofs = EnviroSkyMgr.instance.LightShaftsSettings.blurRadius * (((it2 * 2.0f + 1.0f) * 6.0f)) / 768.0f;
                cmd.SetGlobalVector("_BlurRadius4", new Vector4(ofs, ofs, 0.0f, 0.0f));
                blitMaterial.SetVector("_BlurRadius4", new Vector4(ofs, ofs, 0.0f, 0.0f));
                //lrDepthBuffer = RenderTexture.GetTemporary(textureDescriptor);

                Graphics.Blit(lrColorB, lrDepthBuffer, blitMaterial, 1);
                //Blit(cmd, lrColorB, lrDepthBuffer, blitMaterial, 1);
                //RenderTexture.ReleaseTemporary(lrColorB);
                ofs = EnviroSkyMgr.instance.LightShaftsSettings.blurRadius * (((it2 * 2.0f + 2.0f) * 6.0f)) / 768.0f;
                cmd.SetGlobalVector("_BlurRadius4", new Vector4(ofs, ofs, 0.0f, 0.0f));
                blitMaterial.SetVector("_BlurRadius4", new Vector4(ofs, ofs, 0.0f, 0.0f));
            }

            // put together:

            if (v.z >= 0.0f)
            {
                cmd.SetGlobalVector("_SunColor", new Vector4(clr.r, clr.g, clr.b, clr.a) * EnviroSkyMgr.instance.LightShaftsSettings.intensity);
            }
            else
            {
                cmd.SetGlobalVector("_SunColor", Vector4.zero); // no backprojection !
            }
            //FINAL
            // blitMaterial.SetTexture("_ColorBuffer", lrDepthBuffer);


            cmd.SetGlobalTexture("_ColorBuffer", lrDepthBuffer);
            Blit(cmd, sourceRT, source, blitMaterial, (EnviroSkyMgr.instance.LightShaftsSettings.screenBlendMode == EnviroPostProcessing.ShaftsScreenBlendMode.Screen) ? 0 : 4);

            //  RenderTexture.ReleaseTemporary(lrDepthBuffer);
            RenderTexture.ReleaseTemporary(sourceRT);

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
Exemple #8
0
    private void SetUpRealtimeLightingVariables(ScriptableRenderContext context, CullingResults cull)
    {
        for (var i = 0; i < lightCount; i++)
        {
            lightColor[i]   = Vector4.zero;
            lightData[i]    = Vector4.zero;
            lightSpotDir[i] = Vector4.zero;

            if (i >= cull.visibleLights.Length)
            {
                continue;
            }
            VisibleLight light = cull.visibleLights[i];

            if (light.lightType == LightType.Directional)
            {
                lightData[i]    = light.localToWorldMatrix.MultiplyVector(Vector3.back);
                lightColor[i]   = light.finalColor;
                lightColor[i].w = -1; //for identifying it is a directional light in shader
            }
            else if (light.lightType == LightType.Point)
            {
                lightData[i]    = light.localToWorldMatrix.GetColumn(3);
                lightData[i].w  = light.range;
                lightColor[i]   = light.finalColor;
                lightColor[i].w = -2; //for identifying it is a point light in shader
            }
            else if (light.lightType == LightType.Spot)
            {
                lightData[i]   = light.localToWorldMatrix.GetColumn(3);
                lightData[i].w = 1f / Mathf.Max(light.range * light.range, 0.00001f);

                lightSpotDir[i]   = light.localToWorldMatrix.GetColumn(2);
                lightSpotDir[i].x = -lightSpotDir[i].x;
                lightSpotDir[i].y = -lightSpotDir[i].y;
                lightSpotDir[i].z = -lightSpotDir[i].z;
                lightColor[i]     = light.finalColor;

                float outerRad   = Mathf.Deg2Rad * 0.5f * light.spotAngle;
                float outerCos   = Mathf.Cos(outerRad);
                float outerTan   = Mathf.Tan(outerRad);
                float innerCos   = Mathf.Cos(Mathf.Atan(((46f / 64f) * outerTan)));
                float angleRange = Mathf.Max(innerCos - outerCos, 0.001f);

                //Spotlight attenuation
                lightSpotDir[i].w = 1f / angleRange;
                lightColor[i].w   = -outerCos * lightSpotDir[i].w;
            }
            else
            {
                // If it's not a point / directional / spot light, we ignore the light.
                continue;
            }
        }

        CommandBuffer cmdLight = CommandBufferPool.Get("Set-up Light Buffer");

        cmdLight.SetGlobalVectorArray(lightDataID, lightData);
        cmdLight.SetGlobalVectorArray(lightColorID, lightColor);
        cmdLight.SetGlobalVectorArray(lightSpotDirID, lightSpotDir);
        context.ExecuteCommandBuffer(cmdLight);
        CommandBufferPool.Release(cmdLight);
    }
        private void RenderDepthPeeling(ScriptableRenderContext context, ref MyRenderingData renderingData)
        {
            var camera = renderingData.camera;

            FilteringSettings filteringSettings = new FilteringSettings(RenderQueueRange.transparent);
            SortingSettings   sortingSettings   = new SortingSettings(camera);

            sortingSettings.criteria = SortingCriteria.CommonTransparent;
            DrawingSettings drawingSettings =
                new DrawingSettings(new ShaderTagId("DepthPeelingFirstPass"), sortingSettings)
            {
                enableDynamicBatching = false,
                perObjectData         = PerObjectData.ReflectionProbes,
            };

            RenderStateBlock stateBlock = new RenderStateBlock(RenderStateMask.Nothing);

            var cmd = CommandBufferPool.Get(k_profilerTag_depthPeeling);

            using (new ProfilingScope(cmd, profilingSampler_depthPeeling))
            {
                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

                List <int> colorRTs = new List <int>(asset.depthPeelingPass);
                List <int> depthRTs = new List <int>(asset.depthPeelingPass);

                for (var i = 0; i < asset.depthPeelingPass; i++)
                {
                    colorRTs.Add(Shader.PropertyToID($"_DepthPeelingColor{i}"));
                    depthRTs.Add(Shader.PropertyToID($"_DepthPeelingDepth{i}"));
                    cmd.GetTemporaryRT(colorRTs[i], camera.pixelWidth, camera.pixelHeight, 0);
                    cmd.GetTemporaryRT(depthRTs[i], camera.pixelWidth, camera.pixelHeight, 32, FilterMode.Point,
                                       RenderTextureFormat.RFloat);

                    if (i == 0)
                    {
                        drawingSettings.SetShaderPassName(0, new ShaderTagId("DepthPeelingFirstPass"));


                        cmd.SetRenderTarget(new RenderTargetIdentifier[] { colorRTs[i], depthRTs[i] }, depthRTs[i]);
                        cmd.ClearRenderTarget(true, true, Color.black);

                        // cmd.Blit(renderingData.depthTarget, depthRTs[i], copyDepthMat, 0);
                        // cmd.SetRenderTarget(new RenderTargetIdentifier[] {colorRTs[i], depthRTs[i]}, depthRTs[i]);


                        context.ExecuteCommandBuffer(cmd);
                        cmd.Clear();

                        context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings,
                                              ref stateBlock);
                    }
                    else
                    {
                        cmd.SetGlobalTexture("_MaxDepthTex", depthRTs[i - 1]);
                        drawingSettings.SetShaderPassName(0, new ShaderTagId("DepthPeelingPass"));

                        cmd.SetRenderTarget(new RenderTargetIdentifier[] { colorRTs[i], depthRTs[i] }, depthRTs[i]);
                        cmd.ClearRenderTarget(true, true, Color.black);
                        context.ExecuteCommandBuffer(cmd);
                        cmd.Clear();

                        context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings,
                                              ref stateBlock);
                    }
                }

                cmd.SetRenderTarget(renderingData.colorTarget, renderingData.depthTarget);
                for (var i = asset.depthPeelingPass - 1; i >= 0; i--)
                {
                    cmd.SetGlobalTexture("_DepthTex", depthRTs[i]);
                    cmd.Blit(colorRTs[i], renderingData.colorTarget, transparentMat, i == 0 ? 5 : 4);

                    cmd.ReleaseTemporaryRT(colorRTs[i]);
                    cmd.ReleaseTemporaryRT(depthRTs[i]);
                }

                cmd.SetRenderTarget(renderingData.colorTarget, renderingData.depthTarget);
            }
            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
Exemple #10
0
    void RenderCascadedShadows(ScriptableRenderContext context)
    {
        float tileSize = shadowMapSize / 2;

        cascadedShadowMap = SetShadowRenderTarget();
        shadowBuffer.BeginSample("Render Shadows");
        //shadowBuffer.SetGlobalVector(
        //    globalShadowDataId, new Vector4(0f, shadowDistance * shadowDistance)
        //);
        context.ExecuteCommandBuffer(shadowBuffer);
        shadowBuffer.Clear();
        Light shadowLight = cull.visibleLights[0].light;

        shadowBuffer.SetGlobalFloat(
            shadowBiasId, shadowLight.shadowBias
            );
        var shadowSettings = new DrawShadowsSettings(cull, 0);
        var tileMatrix     = Matrix4x4.identity;

        tileMatrix.m00 = tileMatrix.m11 = 0.5f;

        for (int i = 0; i < shadowCascades; i++)
        {
            Matrix4x4       viewMatrix, projectionMatrix;
            ShadowSplitData splitData;
            cull.ComputeDirectionalShadowMatricesAndCullingPrimitives(
                0, i, shadowCascades, shadowCascadeSplit, (int)tileSize,
                shadowLight.shadowNearPlane,
                out viewMatrix, out projectionMatrix, out splitData
                );

            Vector2 tileOffset = ConfigureShadowTile(i, 2, tileSize);
            shadowBuffer.SetViewProjectionMatrices(viewMatrix, projectionMatrix);
            context.ExecuteCommandBuffer(shadowBuffer);
            shadowBuffer.Clear();

            cascadeCullingSpheres[i]    = shadowSettings.splitData.cullingSphere = splitData.cullingSphere;
            cascadeCullingSpheres[i].w *= splitData.cullingSphere.w;
            context.DrawShadows(ref shadowSettings);
            CalculateWorldToShadowMatrix(
                ref viewMatrix, ref projectionMatrix,

                out worldToShadowCascadeMatrices[i]
                );
            tileMatrix.m03 = tileOffset.x * 0.5f;
            tileMatrix.m13 = tileOffset.y * 0.5f;
            worldToShadowCascadeMatrices[i] =
                tileMatrix * worldToShadowCascadeMatrices[i];
        }

        shadowBuffer.DisableScissorRect();
        shadowBuffer.SetGlobalTexture(cascadedShadowMapId, cascadedShadowMap);
        shadowBuffer.SetGlobalVectorArray(
            cascadeCullingSpheresId, cascadeCullingSpheres
            );
        shadowBuffer.SetGlobalMatrixArray(
            worldToShadowCascadeMatricesId, worldToShadowCascadeMatrices
            );

        float invShadowMapSize = 1f / shadowMapSize;

        shadowBuffer.SetGlobalVector(
            cascadedShadowMapSizeId, new Vector4(
                invShadowMapSize, invShadowMapSize, shadowMapSize, shadowMapSize
                )
            );
        shadowBuffer.SetGlobalFloat(
            cascadedShadoStrengthId, shadowLight.shadowStrength
            );
        bool hard = shadowLight.shadows == LightShadows.Hard;

        CoreUtils.SetKeyword(shadowBuffer, cascadedShadowsHardKeyword, hard);
        CoreUtils.SetKeyword(shadowBuffer, cascadedShadowsSoftKeyword, !hard);
        //CoreUtils.SetKeyword(shadowBuffer, clippingKeyword, true);

        shadowBuffer.EndSample("Render Shadows");
        context.ExecuteCommandBuffer(shadowBuffer);
        shadowBuffer.Clear();
    }
Exemple #11
0
    void Render(ScriptableRenderContext context, Camera camera)
    {
        ScriptableCullingParameters cullingParameters;

        if (!CullResults.GetCullingParameters(camera, out cullingParameters))
        {
            return;
        }

        cullingParameters.shadowDistance =
            Mathf.Min(shadowDistance, camera.farClipPlane);

#if UNITY_EDITOR
        //ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
        if (camera.cameraType == CameraType.SceneView)
        {
            ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
        }
#endif

        CullResults.Cull(ref cullingParameters, context, ref cull);

        if (cull.visibleLights.Count > 0)
        {
            ConfigureLights();
            if (mainLightExists)
            {
                RenderCascadedShadows(context);
            }
            else
            {
                cameraBuffer.DisableShaderKeyword(cascadedShadowsHardKeyword);
                cameraBuffer.DisableShaderKeyword(cascadedShadowsSoftKeyword);
            }

            if (shadowTileCount > 0)
            {
                RenderShadows(context);
            }
            else
            {
                cameraBuffer.DisableShaderKeyword(shadowsHardKeyword);
                cameraBuffer.DisableShaderKeyword(shadowsSoftKeyword);
                //cameraBuffer.DisableShaderKeyword(clippingKeyword);
            }
        }
        else
        {
            cameraBuffer.SetGlobalVector(lightIndicesOffsetAndCountID, Vector4.zero);
            cameraBuffer.DisableShaderKeyword(cascadedShadowsHardKeyword);
            cameraBuffer.DisableShaderKeyword(cascadedShadowsSoftKeyword);
            cameraBuffer.DisableShaderKeyword(shadowsHardKeyword);
            cameraBuffer.DisableShaderKeyword(shadowsSoftKeyword);
            //cameraBuffer.DisableShaderKeyword(clippingKeyword);
        }

        context.SetupCameraProperties(camera);

        var myPipelineCamera = camera.GetComponent <MyPipelineCamera>();
        MyPostProcessingStack activeStack = myPipelineCamera ?
                                            myPipelineCamera.PostProcessingStack : defaultStack;

        bool scaledRendering =
            (renderScale <1f || renderScale> 1f) && camera.cameraType == CameraType.Game;

        int renderWidth  = camera.pixelWidth;
        int renderHeight = camera.pixelHeight;
        if (scaledRendering)
        {
            renderWidth  = (int)(renderWidth * renderScale);
            renderHeight = (int)(renderHeight * renderScale);
        }

        int  renderSamples   = camera.allowMSAA ? msaaSamples : 1;
        bool renderToTexture = scaledRendering || renderSamples > 1 || activeStack;

        bool needsDepth         = activeStack && activeStack.NeedsDepth;
        bool needsDirectDepth   = needsDepth && renderSamples == 1;
        bool needsDepthOnlyPass = needsDepth && renderSamples > 1;

        RenderTextureFormat format = allowHDR && camera.allowHDR ?
                                     RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default;

        if (renderToTexture)
        {
            cameraBuffer.GetTemporaryRT(
                cameraColorTextureId, renderWidth, renderHeight,
                needsDirectDepth  ? 0 : 24,
                FilterMode.Bilinear, format,
                RenderTextureReadWrite.Default, renderSamples
                );

            if (needsDepth)
            {
                cameraBuffer.GetTemporaryRT(
                    cameraDepthTextureId, renderWidth, renderHeight, 24,
                    FilterMode.Point, RenderTextureFormat.Depth,
                    RenderTextureReadWrite.Linear, 1
                    );
            }
            if (needsDirectDepth)
            {
                cameraBuffer.SetRenderTarget(
                    cameraColorTextureId,
                    RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
                    cameraDepthTextureId,
                    RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store
                    );
            }
            else
            {
                cameraBuffer.SetRenderTarget(
                    cameraColorTextureId,
                    RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store
                    );
            }
        }

        CameraClearFlags clearFlags = camera.clearFlags;
        cameraBuffer.ClearRenderTarget(
            (clearFlags & CameraClearFlags.Depth) != 0,
            (clearFlags & CameraClearFlags.Color) != 0,
            camera.backgroundColor
            );

        cameraBuffer.SetGlobalVectorArray(
            visibleLightColorsId, visibleLightColors
            );
        cameraBuffer.SetGlobalVectorArray(
            visibleLightDirectionsOrPositionsId, visibleLightDirectionsOrPositions
            );
        cameraBuffer.SetGlobalVectorArray(
            visibleLightAttenuationsId, visibleLightAttenuations
            );

        cameraBuffer.SetGlobalVectorArray(
            visibleLightSpotDirectionsId, visibleLightSpotDirections
            );
        cameraBuffer.SetGlobalVectorArray(
            visibleLightOcclusionMasksId, visibleLightOcclusionMasks
            );

        globalShadowData.z =
            1f - cullingParameters.shadowDistance * globalShadowData.y;
        cameraBuffer.SetGlobalVector(globalShadowDataId, globalShadowData);

        context.ExecuteCommandBuffer(cameraBuffer);
        cameraBuffer.Clear();

        var drawSettings = new DrawRendererSettings(camera, new ShaderPassName("SRPDefaultUnlit"))
        {
            flags = drawFlags //,
                              //rendererConfiguration = RendererConfiguration.PerObjectLightIndices8
        };

        if (cull.visibleLights.Count > 0)
        {
            drawSettings.rendererConfiguration =
                RendererConfiguration.PerObjectLightIndices8;
        }

        drawSettings.rendererConfiguration |=
            RendererConfiguration.PerObjectReflectionProbes |
            RendererConfiguration.PerObjectLightmaps |
            RendererConfiguration.PerObjectLightProbe |
            RendererConfiguration.PerObjectLightProbeProxyVolume |
            RendererConfiguration.PerObjectShadowMask |
            RendererConfiguration.PerObjectOcclusionProbe |
            RendererConfiguration.PerObjectOcclusionProbeProxyVolume;

        drawSettings.sorting.flags = SortFlags.CommonOpaque;

        var filterSettings = new FilterRenderersSettings(true)
        {
            renderQueueRange = RenderQueueRange.opaque
        };

        context.DrawRenderers(
            cull.visibleRenderers, ref drawSettings, filterSettings
            );

        context.DrawSkybox(camera);

        if (activeStack)
        {
            if (needsDepthOnlyPass)
            {
                var depthOnlyDrawSettings = new DrawRendererSettings(
                    camera, new ShaderPassName("DepthOnly")
                    )
                {
                    flags = drawFlags
                };
                depthOnlyDrawSettings.sorting.flags = SortFlags.CommonOpaque;
                cameraBuffer.SetRenderTarget(
                    cameraDepthTextureId,
                    RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store
                    );
                cameraBuffer.ClearRenderTarget(true, false, Color.clear);
                context.ExecuteCommandBuffer(cameraBuffer);
                cameraBuffer.Clear();
                context.DrawRenderers(
                    cull.visibleRenderers, ref depthOnlyDrawSettings, filterSettings
                    );
            }

            activeStack.RenderAfterOpaque(
                postProcessingBuffer, cameraColorTextureId, cameraDepthTextureId,
                renderWidth, renderHeight, renderSamples, format
                );
            context.ExecuteCommandBuffer(postProcessingBuffer);
            postProcessingBuffer.Clear();

            //cameraBuffer.SetRenderTarget(
            //    cameraColorTextureId,
            //    RenderBufferLoadAction.Load, RenderBufferStoreAction.Store,
            //    cameraDepthTextureId,
            //    RenderBufferLoadAction.Load, RenderBufferStoreAction.Store
            //);

            if (needsDirectDepth)
            {
                cameraBuffer.SetRenderTarget(
                    cameraColorTextureId,
                    RenderBufferLoadAction.Load, RenderBufferStoreAction.Store,
                    cameraDepthTextureId,
                    RenderBufferLoadAction.Load, RenderBufferStoreAction.Store
                    );
            }
            else
            {
                cameraBuffer.SetRenderTarget(
                    cameraColorTextureId,
                    RenderBufferLoadAction.Load, RenderBufferStoreAction.Store
                    );
            }

            context.ExecuteCommandBuffer(cameraBuffer);
            cameraBuffer.Clear();
        }

        drawSettings.sorting.flags      = SortFlags.CommonTransparent;
        filterSettings.renderQueueRange = RenderQueueRange.transparent;
        context.DrawRenderers(
            cull.visibleRenderers, ref drawSettings, filterSettings
            );

        DrawDefaultPipeline(context, camera);

        if (renderToTexture)
        {
            if (activeStack)
            {
                activeStack.RenderAfterTransparent(
                    postProcessingBuffer, cameraColorTextureId,
                    cameraDepthTextureId, renderWidth, renderHeight,
                    renderSamples, format
                    );
                context.ExecuteCommandBuffer(postProcessingBuffer);
                postProcessingBuffer.Clear();
            }
            else
            {
                cameraBuffer.Blit(
                    cameraColorTextureId, BuiltinRenderTextureType.CameraTarget
                    );
            }
            cameraBuffer.ReleaseTemporaryRT(cameraColorTextureId);
            if (needsDepth)
            {
                cameraBuffer.ReleaseTemporaryRT(cameraDepthTextureId);
            }
        }

        //cameraBuffer.EndSample("Render Camera33");
        //CoreUtils.SetKeyword(cameraBuffer, clippingKeyword, true);

        context.ExecuteCommandBuffer(cameraBuffer);
        cameraBuffer.Clear();

        context.Submit();

        if (shadowMap)
        {
            RenderTexture.ReleaseTemporary(shadowMap);
            shadowMap = null;
        }

        if (cascadedShadowMap)
        {
            RenderTexture.ReleaseTemporary(cascadedShadowMap);
            cascadedShadowMap = null;
        }
    }
Exemple #12
0
    void RenderShadows(ScriptableRenderContext context)
    {
        int split;

        if (shadowTileCount <= 1)
        {
            split = 1;
        }
        else if (shadowTileCount <= 4)
        {
            split = 2;
        }
        else if (shadowTileCount <= 9)
        {
            split = 3;
        }
        else
        {
            split = 4;
        }

        float tileSize  = shadowMapSize / split;
        float tileScale = 1f / split;

        globalShadowData.x = tileScale;
        //Rect tileViewport = new Rect(0f, 0f, tileSize, tileSize);

        //shadowMap = RenderTexture.GetTemporary(
        //    shadowMapSize, shadowMapSize, 16, RenderTextureFormat.Shadowmap
        //);

        //shadowMap.filterMode = FilterMode.Bilinear;
        //shadowMap.wrapMode = TextureWrapMode.Clamp;

        //CoreUtils.SetRenderTarget(shadowBuffer, shadowMap, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, ClearFlag.Depth);

        shadowMap = SetShadowRenderTarget();

        shadowBuffer.BeginSample("Render Shadows");
        //shadowBuffer.SetGlobalVector(
        //    globalShadowDataId, new Vector4(tileScale, shadowDistance * shadowDistance)
        //);
        context.ExecuteCommandBuffer(shadowBuffer);
        shadowBuffer.Clear();

        int  tileIndex   = 0;
        bool hardShadows = false;
        bool softShadows = false;

        for (int i = mainLightExists ? 1 : 0; i < cull.visibleLights.Count; i++)
        {
            if (i == maxVisibleLights)
            {
                break;
            }

            if (shadowData[i].x <= 0f)
            {
                continue;
            }

            Matrix4x4       viewMatrix, projectionMatrix;
            ShadowSplitData splitData;
            //计算出世界坐标系到视图坐标系转换矩阵和投影矩阵
            //if (!cull.ComputeSpotShadowMatricesAndCullingPrimitives(
            //    i, out viewMatrix, out projectionMatrix, out splitData
            //))
            //{
            //    shadowData[i].x = 0f;
            //    continue;
            //}

            bool validShadows;
            if (shadowData[i].z > 0f)
            {
                validShadows =
                    cull.ComputeDirectionalShadowMatricesAndCullingPrimitives(
                        i, 0, 1, Vector3.right, (int)tileSize,
                        cull.visibleLights[i].light.shadowNearPlane,
                        out viewMatrix, out projectionMatrix, out splitData
                        );
            }
            else
            {
                validShadows =
                    cull.ComputeSpotShadowMatricesAndCullingPrimitives(
                        i, out viewMatrix, out projectionMatrix, out splitData
                        );
            }
            if (!validShadows)
            {
                shadowData[i].x = 0f;
                continue;
            }


            //float tileOffsetX = tileIndex % split;
            //float tileOffsetY = tileIndex / split;

            //tileViewport.x = tileOffsetX * tileSize;
            //tileViewport.y = tileOffsetY * tileSize;
            Vector2 tileOffset = ConfigureShadowTile(tileIndex, split, tileSize);

            shadowData[i].z = tileOffset.x * tileScale;
            shadowData[i].w = tileOffset.y * tileScale;

            //shadowBuffer.SetViewport(tileViewport);
            //shadowBuffer.EnableScissorRect(new Rect(
            //    tileViewport.x + 4f, tileViewport.y + 4f,
            //    tileSize - 8f, tileSize - 8f
            //));

            shadowBuffer.SetViewProjectionMatrices(viewMatrix, projectionMatrix);

            shadowBuffer.SetGlobalFloat(
                shadowBiasId, cull.visibleLights[0].light.shadowBias
                );
            context.ExecuteCommandBuffer(shadowBuffer);
            shadowBuffer.Clear();

            var shadowSettings = new DrawShadowsSettings(cull, 0);
            shadowSettings.splitData.cullingSphere = splitData.cullingSphere;
            context.DrawShadows(ref shadowSettings);

            CalculateWorldToShadowMatrix(
                ref viewMatrix, ref projectionMatrix, out worldToShadowMatrices[i]
                );

            //if (SystemInfo.usesReversedZBuffer)
            //{
            //    projectionMatrix.m20 = -projectionMatrix.m20;
            //    projectionMatrix.m21 = -projectionMatrix.m21;
            //    projectionMatrix.m22 = -projectionMatrix.m22;
            //    projectionMatrix.m23 = -projectionMatrix.m23;
            //}

            //var scaleOffset = Matrix4x4.TRS(
            //            Vector3.one * 0.5f, Quaternion.identity, Vector3.one * 0.5f
            //        );
            ////Matrix4x4 worldToShadowMatrix =
            ////    scaleOffset * (projectionMatrix * viewMatrix);
            ////shadowBuffer.SetGlobalMatrix(worldToShadowMatrixId, worldToShadowMatrix);
            //worldToShadowMatrices[i] = scaleOffset * (projectionMatrix * viewMatrix);

            //if (split > 1)
            //{
            //    var tileMatrix = Matrix4x4.identity;
            //    tileMatrix.m00 = tileMatrix.m11 = tileScale;
            //    tileMatrix.m03 = tileOffsetX * tileScale;
            //    tileMatrix.m13 = tileOffsetY * tileScale;
            //    worldToShadowMatrices[i] = tileMatrix * worldToShadowMatrices[i];
            //}

            tileIndex += 1;

            if (shadowData[i].y <= 0f)
            {
                hardShadows = true;
            }
            else
            {
                softShadows = true;
            }
        }

        shadowBuffer.DisableScissorRect();

        shadowBuffer.SetGlobalTexture(shadowMapId, shadowMap);
        shadowBuffer.SetGlobalMatrixArray(
            worldToShadowMatricesId, worldToShadowMatrices
            );
        //shadowBuffer.SetGlobalFloat(
        //    shadowStrengthId, cull.visibleLights[0].light.shadowStrength
        //);
        shadowBuffer.SetGlobalVectorArray(shadowDataId, shadowData);

        float invShadowMapSize = 1f / shadowMapSize;

        shadowBuffer.SetGlobalVector(
            shadowMapSizeId, new Vector4(
                invShadowMapSize, invShadowMapSize, shadowMapSize, shadowMapSize
                )
            );

        CoreUtils.SetKeyword(shadowBuffer, shadowsHardKeyword, hardShadows);
        CoreUtils.SetKeyword(shadowBuffer, shadowsSoftKeyword, softShadows);
        //CoreUtils.SetKeyword(shadowBuffer, clippingKeyword, true);

        shadowBuffer.EndSample("Render Shadows");
        context.ExecuteCommandBuffer(shadowBuffer);
        shadowBuffer.Clear();
    }
Exemple #13
0
	private void ExecuteCurrentBuffer() {
		_context.ExecuteCommandBuffer(_currentBuffer);
		_currentBuffer.Clear();
	}
Exemple #14
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        /// <inheritdoc/>
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            // NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name").
            // Currently there's an issue which results in mismatched markers.
            CommandBuffer cmd = CommandBufferPool.Get();

            using (new ProfilingScope(cmd, m_ProfilingSampler))
            {
                // Global render pass data containing various settings.
                // x,y,z are currently unused
                // w is used for knowing whether the object is opaque(1) or alpha blended(0)
                Vector4 drawObjectPassData = new Vector4(0.0f, 0.0f, 0.0f, (m_IsOpaque) ? 1.0f : 0.0f);
                cmd.SetGlobalVector(s_DrawObjectPassDataPropID, drawObjectPassData);

                // scaleBias.x = flipSign
                // scaleBias.y = scale
                // scaleBias.z = bias
                // scaleBias.w = unused
                float   flipSign  = (renderingData.cameraData.IsCameraProjectionMatrixFlipped()) ? -1.0f : 1.0f;
                Vector4 scaleBias = (flipSign < 0.0f)
                    ? new Vector4(flipSign, 1.0f, -1.0f, 1.0f)
                    : new Vector4(flipSign, 0.0f, 1.0f, 1.0f);
                cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBias);

                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

                Camera camera         = renderingData.cameraData.camera;
                var    sortFlags      = (m_IsOpaque) ? renderingData.cameraData.defaultOpaqueSortFlags : SortingCriteria.CommonTransparent;
                var    filterSettings = m_FilteringSettings;

                #if UNITY_EDITOR
                // When rendering the preview camera, we want the layer mask to be forced to Everything
                if (renderingData.cameraData.isPreviewCamera)
                {
                    filterSettings.layerMask = -1;
                }
                #endif

                DrawingSettings drawSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortFlags);

                if ((DebugHandler != null) && DebugHandler.IsActiveForCamera(ref renderingData.cameraData))
                {
                    foreach (DebugRenderSetup debugRenderSetup in DebugHandler.CreateDebugRenderSetupEnumerable(context, cmd))
                    {
                        DrawingSettings debugDrawingSettings = debugRenderSetup.CreateDrawingSettings(ref renderingData, drawSettings);

                        if (debugRenderSetup.GetRenderStateBlock(out RenderStateBlock renderStateBlock))
                        {
                            context.DrawRenderers(renderingData.cullResults, ref debugDrawingSettings, ref filterSettings, ref renderStateBlock);
                        }
                        else
                        {
                            context.DrawRenderers(renderingData.cullResults, ref debugDrawingSettings, ref filterSettings, ref m_RenderStateBlock);
                        }
                    }
                }
                else
                {
                    context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings, ref m_RenderStateBlock);

                    // Render objects that did not match any shader pass with error shader
                    RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None);
                }
            }
            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
        protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
        {
            bool *propertyCheckedFlags = stackalloc bool[resources.allEvents.Length];

            UnsafeUtility.MemClear(propertyCheckedFlags, resources.allEvents.Length);
            GraphicsSettings.useScriptableRenderPipelineBatching = resources.useSRPBatcher;
            SceneController.SetState();
#if UNITY_EDITOR
            int tempID = Shader.PropertyToID("_TempRT");
            foreach (var pair in bakeList)
            {
                PipelineCamera pipelineCam = pair.pipelineCamera;
                for (int i = 0; i < pair.worldToCamera.Length; ++i)
                {
                    pipelineCam.cam.worldToCameraMatrix = pair.worldToCamera[i];
                    pipelineCam.cam.projectionMatrix    = pair.projection[i];
                    pipelineCam.cameraTarget            = tempID;
                    data.buffer.GetTemporaryRT(tempID, pair.texArray.width, pair.texArray.height, pair.texArray.depth, FilterMode.Point, pair.texArray.format, RenderTextureReadWrite.Linear);
                    Render(pipelineCam, ref renderContext, pipelineCam.cam, propertyCheckedFlags);
                    data.buffer.CopyTexture(tempID, 0, 0, pair.texArray, i, 0);
                    data.buffer.ReleaseTemporaryRT(tempID);
                    data.ExecuteCommandBuffer();
                    renderContext.Submit();
                }
                pair.worldToCamera.Dispose();
                pair.projection.Dispose();
                renderContext.ExecuteCommandBuffer(pair.buffer);
                pair.buffer.Clear();
                renderContext.Submit();
            }
            bakeList.Clear();
#endif

            if (PipelineCamera.allCamera.isCreated)
            {
                foreach (var cam in cameras)
                {
                    PipelineCamera pipelineCam;
                    UIntPtr        pipelineCamPtr;
                    if (!PipelineCamera.allCamera.Get(cam.gameObject.GetInstanceID(), out pipelineCamPtr))
                    {
#if UNITY_EDITOR
                        renderingEditor = true;
                        var pos = cam.transform.eulerAngles;
                        pos.z = 0;
                        cam.transform.eulerAngles = pos;
                        if (!PipelineCamera.allCamera.Get(Camera.main.gameObject.GetInstanceID(), out pipelineCamPtr))
                        {
                            continue;
                        }
#else
                        continue;
#endif
                    }
                    else
                    {
                        renderingEditor = false;
                    }

                    pipelineCam = MUnsafeUtility.GetObject <PipelineCamera>(pipelineCamPtr.ToPointer());
                    Render(pipelineCam, ref renderContext, cam, propertyCheckedFlags);
                    data.ExecuteCommandBuffer();
                    renderContext.Submit();
                }
                if (bufferAfterFrame.Count > 0)
                {
                    foreach (var i in bufferAfterFrame)
                    {
                        i(data.buffer);
                    }
                    data.ExecuteCommandBuffer();
                    bufferAfterFrame.Clear();
                    renderContext.Submit();
                }
            }
            else
            {
                if (bufferAfterFrame.Count > 0)
                {
                    foreach (var i in bufferAfterFrame)
                    {
                        i(data.buffer);
                    }
                    Graphics.ExecuteCommandBuffer(data.buffer);
                    bufferAfterFrame.Clear();
                }
            }
        }
Exemple #16
0
    protected override void Render(ScriptableRenderContext context, Camera[] cameras)
    {
        BeginFrameRendering(context, cameras);

        foreach (Camera camera in cameras)
        {
            #if UNITY_EDITOR
            bool isSceneViewCam = camera.cameraType == CameraType.SceneView;
            if (isSceneViewCam)
            {
                ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);                //This makes the UI Canvas geometry appear on scene view
            }
            #endif

            BeginCameraRendering(context, camera);

            //Culling
            ScriptableCullingParameters cullingParams;
            if (!camera.TryGetCullingParameters(out cullingParams))
            {
                continue;
            }
            CullingResults cull = context.Cull(ref cullingParams);

            //Camera setup some builtin variables e.g. camera projection matrices etc
            context.SetupCameraProperties(camera);

            //Get the setting from camera component
            bool drawSkyBox = camera.clearFlags == CameraClearFlags.Skybox? true : false;
            bool clearDepth = camera.clearFlags == CameraClearFlags.Nothing? false : true;
            bool clearColor = camera.clearFlags == CameraClearFlags.Color? true : false;

            //Camera clear flag
            CommandBuffer cmd = new CommandBuffer();
            cmd.ClearRenderTarget(clearDepth, clearColor, camera.backgroundColor);
            context.ExecuteCommandBuffer(cmd);
            cmd.Release();

            //Setup DrawSettings and FilterSettings
            var             sortingSettings     = new SortingSettings(camera);
            DrawingSettings drawSettings        = new DrawingSettings(m_PassName, sortingSettings);
            DrawingSettings drawSettingsDefault = new DrawingSettings(m_PassNameDefault, sortingSettings);
            //This will let you draw shader passes without the LightMode,
            //thus it draws the default UGUI materials
            drawSettingsDefault.SetShaderPassName(1, m_PassNameDefault);
            FilteringSettings filterSettings = new FilteringSettings(RenderQueueRange.all);

            //Skybox
            if (drawSkyBox)
            {
                context.DrawSkybox(camera);
            }

            //Opaque objects
            sortingSettings.criteria        = SortingCriteria.CommonOpaque;
            drawSettings.sortingSettings    = sortingSettings;
            filterSettings.renderQueueRange = RenderQueueRange.opaque;
            context.DrawRenderers(cull, ref drawSettings, ref filterSettings);

            //Opaque default
            context.DrawRenderers(cull, ref drawSettingsDefault, ref filterSettings);

            //Transparent objects
            sortingSettings.criteria        = SortingCriteria.CommonTransparent;
            drawSettings.sortingSettings    = sortingSettings;
            filterSettings.renderQueueRange = RenderQueueRange.transparent;
            context.DrawRenderers(cull, ref drawSettings, ref filterSettings);

            //Transparent default
            context.DrawRenderers(cull, ref drawSettingsDefault, ref filterSettings);

            //SceneView fix, so that it draws the gizmos on scene view
            #if UNITY_EDITOR
            if (isSceneViewCam)
            {
                // context.DrawGizmos(camera, GizmoSubset.PostImageEffects);
            }
            #endif

            context.Submit();

            EndCameraRendering(context, camera);
        }

        EndFrameRendering(context, cameras);
    }
Exemple #17
0
    protected override void Render(ScriptableRenderContext context, Camera[] cameras)
    {
        BeginFrameRendering(cameras);

        foreach (Camera camera in cameras)
        {
            BeginCameraRendering(camera);

            //Culling
            ScriptableCullingParameters cullingParams;
            if (!camera.TryGetCullingParameters(out cullingParams))
            {
                continue;
            }
            CullingResults cull = context.Cull(ref cullingParams);

            //Camera setup some builtin variables e.g. camera projection matrices etc
            context.SetupCameraProperties(camera);

            //Get the setting from camera component
            bool drawSkyBox = camera.clearFlags == CameraClearFlags.Skybox? true : false;
            bool clearDepth = camera.clearFlags == CameraClearFlags.Nothing? false : true;
            bool clearColor = camera.clearFlags == CameraClearFlags.Color? true : false;

            //Set Depth texture temp RT
            CommandBuffer cmdTempId = new CommandBuffer();
            cmdTempId.name = "(" + camera.name + ")" + "Setup TempRT";
            RenderTextureDescriptor depthRTDesc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight);
            depthRTDesc.colorFormat     = RenderTextureFormat.Depth;
            depthRTDesc.depthBufferBits = depthBufferBits;
            cmdTempId.GetTemporaryRT(m_DepthRTid, depthRTDesc, FilterMode.Bilinear);
            context.ExecuteCommandBuffer(cmdTempId);
            cmdTempId.Release();

            //Setup DrawSettings and FilterSettings
            var               sortingSettings   = new SortingSettings(camera);
            DrawingSettings   drawSettings      = new DrawingSettings(m_PassName, sortingSettings);
            FilteringSettings filterSettings    = new FilteringSettings(RenderQueueRange.all);
            DrawingSettings   drawSettingsDepth = new DrawingSettings(m_PassName, sortingSettings)
            {
                perObjectData             = PerObjectData.None,
                overrideMaterial          = depthOnlyMaterial,
                overrideMaterialPassIndex = 0
            };

            //Clear Depth Texture
            CommandBuffer cmdDepth = new CommandBuffer();
            cmdDepth.name = "(" + camera.name + ")" + "Depth Clear Flag";
            cmdDepth.SetRenderTarget(m_DepthRT); //Set CameraTarget to the depth texture
            cmdDepth.ClearRenderTarget(true, true, Color.black);
            context.ExecuteCommandBuffer(cmdDepth);
            cmdDepth.Release();

            //Draw Depth with Opaque objects
            sortingSettings.criteria          = SortingCriteria.CommonOpaque;
            drawSettingsDepth.sortingSettings = sortingSettings;
            filterSettings.renderQueueRange   = RenderQueueRange.opaque;
            context.DrawRenderers(cull, ref drawSettingsDepth, ref filterSettings);

            //To let shader has _CameraDepthTexture
            CommandBuffer cmdDepthTexture = new CommandBuffer();
            cmdDepthTexture.name = "(" + camera.name + ")" + "Depth Texture";
            cmdDepthTexture.SetGlobalTexture(m_DepthRTid, m_DepthRT);
            context.ExecuteCommandBuffer(cmdDepthTexture);
            cmdDepthTexture.Release();

            //Camera clear flag
            CommandBuffer cmd = new CommandBuffer();
            cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget); //Rember to reset target
            cmd.ClearRenderTarget(clearDepth, clearColor, camera.backgroundColor);
            context.ExecuteCommandBuffer(cmd);
            cmd.Release();

            //Skybox
            if (drawSkyBox)
            {
                context.DrawSkybox(camera);
            }

            //Opaque objects
            sortingSettings.criteria        = SortingCriteria.CommonOpaque;
            drawSettings.sortingSettings    = sortingSettings;
            filterSettings.renderQueueRange = RenderQueueRange.opaque;
            context.DrawRenderers(cull, ref drawSettings, ref filterSettings);

            //Transparent objects
            sortingSettings.criteria        = SortingCriteria.CommonTransparent;
            drawSettings.sortingSettings    = sortingSettings;
            filterSettings.renderQueueRange = RenderQueueRange.transparent;
            context.DrawRenderers(cull, ref drawSettings, ref filterSettings);

            //Clean Up
            CommandBuffer cmdclean = new CommandBuffer();
            cmdclean.name = "(" + camera.name + ")" + "Clean Up";
            cmdclean.ReleaseTemporaryRT(m_DepthRTid);
            context.ExecuteCommandBuffer(cmdclean);
            cmdclean.Release();

            context.Submit();
        }
    }
Exemple #18
0
        /// <inheritdoc/>
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            if (m_CopyDepthMaterial == null)
            {
                Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_CopyDepthMaterial, GetType().Name);
                return;
            }

            CommandBuffer          cmd              = CommandBufferPool.Get(m_ProfilerTag);
            RenderTargetIdentifier depthSurface     = source.Identifier();
            RenderTargetIdentifier copyDepthSurface = destination.Identifier();

            RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
            int cameraSamples = descriptor.msaaSamples;

            CameraData cameraData = renderingData.cameraData;

            switch (cameraSamples)
            {
            case 8:
                cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
                cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
                cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa8);
                break;

            case 4:
                cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
                cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
                cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8);
                break;

            case 2:
                cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
                cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
                cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8);
                break;

            // MSAA disabled
            default:
                cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
                cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
                cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8);
                break;
            }

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

            // Blit has logic to flip projection matrix when rendering to render texture.
            // Currently the y-flip is handled in CopyDepthPass.hlsl by checking _ProjectionParams.x
            // If you replace this Blit with a Draw* that sets projection matrix double check
            // to also update shader.
            // scaleBias.x = flipSign
            // scaleBias.y = scale
            // scaleBias.z = bias
            // scaleBias.w = unused
            float   flipSign  = (cameraData.IsCameraProjectionMatrixFlipped()) ? -1.0f : 1.0f;
            Vector4 scaleBias = (flipSign < 0.0f) ? new Vector4(flipSign, 1.0f, -1.0f, 1.0f) : new Vector4(flipSign, 0.0f, 1.0f, 1.0f);

            cmd.SetGlobalVector(m_ScaleBiasId, scaleBias);

            cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_CopyDepthMaterial);

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
Exemple #19
0
    // Setup lighting variables for shader to use

    private static void SetupLightShaderVariables(List <VisibleLight> lights, ScriptableRenderContext context)
    {
        // We only support up to 8 visible lights here. More complex approaches would
        // be doing some sort of per-object light setups, but here we go for simplest possible
        // approach.
        const int kMaxLights = 8;
        // Just take first 8 lights. Possible improvements: sort lights by intensity or distance
        // to the viewer, so that "most important" lights in the scene are picked, and not the 8
        // that happened to be first.
        int lightCount = Mathf.Min(lights.Count, kMaxLights);

        // Prepare light data
        Vector4[] lightColors         = new Vector4[kMaxLights];
        Vector4[] lightPositions      = new Vector4[kMaxLights];
        Vector4[] lightSpotDirections = new Vector4[kMaxLights];
        Vector4[] lightAtten          = new Vector4[kMaxLights];
        for (var i = 0; i < lightCount; ++i)
        {
            VisibleLight light = lights[i];
            lightColors[i] = light.finalColor;
            if (light.lightType == LightType.Directional)
            {
                // light position for directional lights is: (-direction, 0)
                var dir = light.localToWorld.GetColumn(2);
                lightPositions[i] = new Vector4(-dir.x, -dir.y, -dir.z, 0);
            }
            else
            {
                // light position for point/spot lights is: (position, 1)
                var pos = light.localToWorld.GetColumn(3);
                lightPositions[i] = new Vector4(pos.x, pos.y, pos.z, 1);
            }
            // attenuation set in a way where distance attenuation can be computed:
            //  float lengthSq = dot(toLight, toLight);
            //  float atten = 1.0 / (1.0 + lengthSq * LightAtten[i].z);
            // and spot cone attenuation:
            //  float rho = max (0, dot(normalize(toLight), SpotDirection[i].xyz));
            //  float spotAtt = (rho - LightAtten[i].x) * LightAtten[i].y;
            //  spotAtt = saturate(spotAtt);
            // and the above works for all light types, i.e. spot light code works out
            // to correct math for point & directional lights as well.

            float rangeSq = light.range * light.range;

            float quadAtten = (light.lightType == LightType.Directional) ? 0.0f : 25.0f / rangeSq;

            // spot direction & attenuation
            if (light.lightType == LightType.Spot)
            {
                var dir = light.localToWorld.GetColumn(2);
                lightSpotDirections[i] = new Vector4(-dir.x, -dir.y, -dir.z, 0);

                float radAngle = Mathf.Deg2Rad * light.spotAngle;
                float cosTheta = Mathf.Cos(radAngle * 0.25f);
                float cosPhi   = Mathf.Cos(radAngle * 0.5f);
                float cosDiff  = cosTheta - cosPhi;
                lightAtten[i] = new Vector4(cosPhi, (cosDiff != 0.0f) ? 1.0f / cosDiff : 1.0f, quadAtten, rangeSq);
            }
            else
            {
                // non-spot light
                lightSpotDirections[i] = new Vector4(0, 0, 1, 0);
                lightAtten[i]          = new Vector4(-1, 1, quadAtten, rangeSq);
            }
        }

        // ambient lighting spherical harmonics values
        const int kSHCoefficients = 7;

        Vector4[]            shConstants = new Vector4[kSHCoefficients];
        SphericalHarmonicsL2 ambientSH   = RenderSettings.ambientProbe * RenderSettings.ambientIntensity;

        GetShaderConstantsFromNormalizedSH(ref ambientSH, shConstants);

        // setup global shader variables to contain all the data computed above
        CommandBuffer cmd = CommandBufferPool.Get();

        cmd.SetGlobalVectorArray("globalLightColor", lightColors);
        cmd.SetGlobalVectorArray("globalLightPos", lightPositions);
        cmd.SetGlobalVectorArray("globalLightSpotDir", lightSpotDirections);
        cmd.SetGlobalVectorArray("globalLightAtten", lightAtten);
        cmd.SetGlobalVector("globalLightCount", new Vector4(lightCount, 0, 0, 0));
        cmd.SetGlobalVectorArray("globalSH", shConstants);
        context.ExecuteCommandBuffer(cmd);
        CommandBufferPool.Release(cmd);
    }
Exemple #20
0
        public static void RenderSingleCamera(LightweightRenderPipeline pipelineInstance, ScriptableRenderContext context, Camera camera, ref CullResults cullResults, IRendererSetup setup = null)
        {
            if (pipelineInstance == null)
            {
                Debug.LogError("Trying to render a camera with an invalid render pipeline instance.");
                return;
            }

            ScriptableCullingParameters cullingParameters;

            if (!CullResults.GetCullingParameters(camera, IsStereoEnabled(camera), out cullingParameters))
            {
                return;
            }

            CommandBuffer cmd = CommandBufferPool.Get(k_RenderCameraTag);

            using (new ProfilingSample(cmd, k_RenderCameraTag))
            {
                CameraData         cameraData;
                PipelineSettings   settings = pipelineInstance.settings;
                ScriptableRenderer renderer = pipelineInstance.renderer;
                InitializeCameraData(settings, camera, out cameraData);
                SetupPerCameraShaderConstants(cameraData);

                cullingParameters.shadowDistance = Mathf.Min(cameraData.maxShadowDistance, camera.farClipPlane);

                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

#if UNITY_EDITOR
                // Emit scene view UI
                if (cameraData.isSceneViewCamera)
                {
                    ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
                }
#endif
                CullResults.Cull(ref cullingParameters, context, ref cullResults);

                RenderingData renderingData;
                InitializeRenderingData(settings, ref cameraData, ref cullResults,
                                        renderer.maxVisibleAdditionalLights, renderer.maxPerObjectAdditionalLights, out renderingData);

                var setupToUse = setup;
                if (setupToUse == null)
                {
                    setupToUse = defaultRendererSetup;
                }

                renderer.Clear();
                setupToUse.Setup(renderer, ref renderingData);
                renderer.Execute(context, ref renderingData);
            }

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
            context.Submit();
#if UNITY_EDITOR
            Handles.DrawGizmos(camera);
#endif
        }
 void ExecuteBuffer()
 {
     _context.ExecuteCommandBuffer(_buffer);
     _buffer.Clear();
 }
Exemple #22
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        protected virtual void RenderCamera(ScriptableRenderContext context, Camera camera)
        {
            var p = Matrix4x4.Perspective(30, 16.0f / 9, .3f, 1000);
            var v = new Vector4(.5f, .5f, 10, 1);

            camera.TryGetCullingParameters(out var cullingParameters);

            var cmd = CommandBufferPool.Get(camera.name);

            cmd.Clear();

            if (camera.cameraType == CameraType.SceneView)
            {
                ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
            }

            var cullResults = context.Cull(ref cullingParameters);

            var projectionMat         = camera.projectionMatrix;
            var jitteredProjectionMat = projectionMat;

            jitteredProjectionMat.m02 += (projectionJitter.Current.x * 2 - 1) / camera.pixelWidth;
            jitteredProjectionMat.m12 += (projectionJitter.Current.x * 2 - 1) / camera.pixelHeight;

            var renderingData = new RenderingData()
            {
                camera                   = camera,
                cullResults              = cullResults,
                ColorTarget              = BuiltinRenderTextureType.CameraTarget,
                DepthTarget              = BuiltinRenderTextureType.CameraTarget,
                ColorBufferFormat        = RenderTextureFormat.Default,
                shadowMapData            = new Dictionary <Light, ShadowMapData>(),
                FrameID                  = frameID,
                DiscardFrameBuffer       = true,
                ViewMatrix               = camera.worldToCameraMatrix,
                ProjectionMatrix         = projectionMat,
                JitteredProjectionMatrix = jitteredProjectionMat,
                ProjectionJitter         = new Vector2(.5f, .5f),
                NextProjectionJitter     = new Vector2(.5f, .5f),
            };

            this.Setup(context, ref renderingData);
            context.SetupCameraProperties(camera, false);

            InitRenderQueue(camera);
            SetupLight(ref renderingData);

            /*RenderTargetBinding binding = new RenderTargetBinding();
             * binding.colorRenderTargets = new RenderTargetIdentifier[] { ColorTarget };
             * binding.colorLoadActions = new RenderBufferLoadAction[] { RenderBufferLoadAction.Clear };
             * binding.depthRenderTarget = DepthTarget;
             * binding.depthLoadAction = RenderBufferLoadAction.Clear;
             * binding.colorStoreActions = new RenderBufferStoreAction[] { RenderBufferStoreAction.Store };
             * binding.depthStoreAction = RenderBufferStoreAction.Store;*/
            cmd.SetRenderTarget(ColorTarget, DepthTarget);
            cmd.ClearRenderTarget(true, true, Color.black, 1);
            cmd.SetRenderTarget(DepthTarget, DepthTarget);
            cmd.ClearRenderTarget(true, true, Color.black, 1);
            cmd.SetRenderTarget(ColorTarget, DepthTarget);
            context.ExecuteCommandBuffer(cmd);
            cmd.Clear();

            context.DrawSkybox(camera);

            foreach (var pass in RenderPassQueue)
            {
                pass.Setup(context, ref renderingData);
                pass.Render(context, ref renderingData);
            }

            // Draw global user passes
            foreach (var pass in globalUserPasses)
            {
                pass.Setup(context, ref renderingData);
                pass.Render(context, ref renderingData);
            }

            // Draw user passes
            var userPasses = camera.GetComponents <UserPass>();

            foreach (var pass in userPasses)
            {
                if (pass.Global)
                {
                    continue;
                }
                pass.Setup(context, ref renderingData);
                pass.Render(context, ref renderingData);
            }

            cmd.Blit(renderingData.ColorTarget, BuiltinRenderTextureType.CameraTarget);
            //cmd.CopyTexture(renderingData.DepthTarget, BuiltinRenderTextureType.CameraTarget);
            context.ExecuteCommandBuffer(cmd);
            cmd.Clear();

            if (camera.cameraType == CameraType.SceneView)
            {
                context.DrawGizmos(camera, GizmoSubset.PreImageEffects);
                context.DrawGizmos(camera, GizmoSubset.PostImageEffects);
            }

            foreach (var pass in RenderPassQueue)
            {
                pass.Cleanup(context, ref renderingData);
            }
            foreach (var pass in globalUserPasses)
            {
                pass.Cleanup(context, ref renderingData);
            }
            foreach (var pass in userPasses)
            {
                pass.Cleanup(context, ref renderingData);
            }


            this.Cleanup(context, ref renderingData);

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

            projectionJitter.Next = renderingData.NextProjectionJitter;
        }
Exemple #23
0
            override public void Update(FrameId frameId, ScriptableRenderContext renderContext, CullResults cullResults, VisibleLight[] lights)
            {
                var profilingSample = new Utilities.ProfilingSample("Shadowmap" + m_TexSlot, renderContext);

                if (!string.IsNullOrEmpty(m_ShaderKeyword))
                {
                    var cb = new CommandBuffer();
                    cb.name = "Shadowmap.EnableShadowKeyword";
                    cb.EnableShaderKeyword(m_ShaderKeyword);
                    renderContext.ExecuteCommandBuffer(cb);
                    cb.Dispose();
                }

                // loop for generating each individual shadowmap
                uint   curSlice = uint.MaxValue;
                Bounds bounds;
                DrawShadowsSettings dss = new DrawShadowsSettings(cullResults, 0);

                for (uint i = 0; i < m_ActiveEntriesCount; ++i)
                {
                    if (!cullResults.GetShadowCasterBounds(m_EntryCache[i].key.visibleIdx, out bounds))
                    {
                        continue;
                    }

                    var  cb         = new CommandBuffer();
                    uint entrySlice = m_EntryCache[i].current.slice;
                    if (entrySlice != curSlice)
                    {
                        Debug.Assert(curSlice == uint.MaxValue || entrySlice >= curSlice, "Entries in the entry cache are not ordered in slice order.");
                        cb.name = "Shadowmap.Update.Slice" + entrySlice;

                        if (curSlice != uint.MaxValue)
                        {
                            PostUpdate(frameId, cb, curSlice);
                        }
                        curSlice = entrySlice;
                        PreUpdate(frameId, cb, curSlice);
                    }

                    cb.name = "Shadowmap.Update - slice: " + curSlice + ", vp.x: " + m_EntryCache[i].current.viewport.x + ", vp.y: " + m_EntryCache[i].current.viewport.y + ", vp.w: " + m_EntryCache[i].current.viewport.width + ", vp.h: " + m_EntryCache[i].current.viewport.height;
                    cb.SetViewport(m_EntryCache[i].current.viewport);
                    cb.SetViewProjectionMatrices(m_EntryCache[i].current.view, m_EntryCache[i].current.proj);
                    cb.SetGlobalVector("g_vLightDirWs", m_EntryCache[i].current.lightDir);
                    renderContext.ExecuteCommandBuffer(cb);
                    cb.Dispose();

                    dss.lightIndex = m_EntryCache[i].key.visibleIdx;
                    dss.splitData  = m_EntryCache[i].current.splitData;
                    renderContext.DrawShadows(ref dss); // <- if this was a call on the commandbuffer we would get away with using just once commandbuffer for the entire shadowmap, instead of one per face
                }

                // post update
                if (!string.IsNullOrEmpty(m_ShaderKeyword))
                {
                    var cb = new CommandBuffer();
                    cb.name = "Shadowmap.DisableShaderKeyword";
                    cb.DisableShaderKeyword(m_ShaderKeyword);
                    renderContext.ExecuteCommandBuffer(cb);
                    cb.Dispose();
                }

                m_ActiveEntriesCount = 0;

                profilingSample.Dispose();
            }
Exemple #24
0
        /// <inheritdoc/>
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            CameraData cameraData = renderingData.cameraData;
            Camera     camera     = cameraData.camera;

            var activeDebugHandler = GetActiveDebugHandler(renderingData);

            if (activeDebugHandler != null)
            {
                // TODO: The skybox needs to work the same as the other shaders, but until it does we'll not render it
                // when certain debug modes are active (e.g. wireframe/overdraw modes)
                if (activeDebugHandler.IsScreenClearNeeded)
                {
                    return;
                }
            }

#if ENABLE_VR && ENABLE_XR_MODULE
            // XRTODO: Remove this code once Skybox pass is moved to SRP land.
            if (cameraData.xr.enabled)
            {
                // Setup Legacy XR buffer states
                if (cameraData.xr.singlePassEnabled)
                {
                    // Setup legacy skybox stereo buffer
                    camera.SetStereoProjectionMatrix(Camera.StereoscopicEye.Left, cameraData.GetProjectionMatrix(0));
                    camera.SetStereoViewMatrix(Camera.StereoscopicEye.Left, cameraData.GetViewMatrix(0));
                    camera.SetStereoProjectionMatrix(Camera.StereoscopicEye.Right, cameraData.GetProjectionMatrix(1));
                    camera.SetStereoViewMatrix(Camera.StereoscopicEye.Right, cameraData.GetViewMatrix(1));

                    CommandBuffer cmd = CommandBufferPool.Get();

                    // Use legacy stereo instancing mode to have legacy XR code path configured
                    cmd.SetSinglePassStereo(SystemInfo.supportsMultiview ? SinglePassStereoMode.Multiview : SinglePassStereoMode.Instancing);
                    context.ExecuteCommandBuffer(cmd);
                    cmd.Clear();

                    // Calling into built-in skybox pass
                    context.DrawSkybox(camera);

                    // Disable Legacy XR path
                    cmd.SetSinglePassStereo(SinglePassStereoMode.None);
                    context.ExecuteCommandBuffer(cmd);
                    // We do not need to submit here due to special handling of stereo matrices in core.
                    // context.Submit();
                    CommandBufferPool.Release(cmd);

                    camera.ResetStereoProjectionMatrices();
                    camera.ResetStereoViewMatrices();
                }
                else
                {
                    camera.projectionMatrix    = cameraData.GetProjectionMatrix(0);
                    camera.worldToCameraMatrix = cameraData.GetViewMatrix(0);

                    context.DrawSkybox(camera);

                    // XRTODO: remove this call because it creates issues with nested profiling scopes
                    // See examples in UniversalRenderPipeline.RenderSingleCamera() and in ScriptableRenderer.Execute()
                    context.Submit(); // Submit and execute the skybox pass before resetting the matrices

                    camera.ResetProjectionMatrix();
                    camera.ResetWorldToCameraMatrix();
                }
            }
            else
#endif
            {
                context.DrawSkybox(camera);
            }
        }
        void DrawCameraRecursive(ScriptableRenderContext context, Camera camera, Camera portalCamera, int depth)
        {
            BeginCameraRendering(context, camera);

            CullingResults cullingResults = Cull(context, camera);

            InitializeLightData(ref cullingResults, out LightData lightData);
            m_lights.Setup(context, ref lightData);

            bool          enableDynamicBatching = false;
            bool          enableInstancing      = false;
            PerObjectData perObjectData         = PerObjectData.LightData | PerObjectData.LightIndices;

            FilteringSettings opaqueFilteringSettings      = new FilteringSettings(RenderQueueRange.opaque);
            FilteringSettings transparentFilteringSettings = new FilteringSettings(RenderQueueRange.transparent);

            SortingSettings opaqueSortingSettings = new SortingSettings(camera);

            opaqueSortingSettings.criteria = SortingCriteria.CommonOpaque;

            SortingSettings transparentSortingSettings = new SortingSettings(camera);

            transparentSortingSettings.criteria = SortingCriteria.CommonTransparent;

            // ShaderTagId must match the "LightMode" tag inside the shader pass.
            // If not "LightMode" tag is found the object won't render.
            DrawingSettings opaqueDrawingSettings = new DrawingSettings(ShaderPassTag.forwardLit, opaqueSortingSettings);

            opaqueDrawingSettings.enableDynamicBatching = enableDynamicBatching;
            opaqueDrawingSettings.enableInstancing      = enableInstancing;
            opaqueDrawingSettings.perObjectData         = perObjectData;

            DrawingSettings transparentDrawingSettings = new DrawingSettings(ShaderPassTag.forwardLit, transparentSortingSettings);

            transparentDrawingSettings.enableDynamicBatching = enableDynamicBatching;
            transparentDrawingSettings.enableInstancing      = enableInstancing;
            transparentDrawingSettings.perObjectData         = perObjectData;

            ProfilingSampler cameraSampler = new ProfilingSampler(camera.name);
            CommandBuffer    cameraCmd     = CommandBufferPool.Get(cameraSampler.name);

            using (new ProfilingScope(cameraCmd, cameraSampler))
            {
                context.ExecuteCommandBuffer(cameraCmd);
                cameraCmd.Clear();

                context.SetupCameraProperties(camera);
                DrawRenderersProfiled(context, cullingResults, "Opaque", ref opaqueDrawingSettings, ref opaqueFilteringSettings);
                if (portalCamera != null)
                {
                    // TODO set portal camera position
                    DrawCameraRecursive(context, portalCamera, null, depth + 1);
                    // TODO reset portal camera position (optional)
                }
                context.SetupCameraProperties(camera);
                DrawRenderersProfiled(context, cullingResults, "Transparent", ref transparentDrawingSettings, ref transparentFilteringSettings);
            }
            context.ExecuteCommandBuffer(cameraCmd);
            CommandBufferPool.Release(cameraCmd);

            EndCameraRendering(context, camera);
        }
Exemple #26
0
        // 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 RenderingData renderingData)
        {
            CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);

            RenderTextureDescriptor blitTargetDescriptor = renderingData.cameraData.cameraTargetDescriptor;

            blitTargetDescriptor.depthBufferBits = 0;

            isSourceAndDestinationSameTarget = settings.sourceType == settings.destinationType &&
                                               (settings.sourceType == BufferType.CameraColor || settings.sourceTextureId == settings.destinationTextureId);

            if (settings.sourceType == BufferType.CameraColor)
            {
                sourceId = -1;
            }
            else
            {
                sourceId = Shader.PropertyToID(settings.sourceTextureId);
                cmd.GetTemporaryRT(sourceId, blitTargetDescriptor, filterMode);
                source = new RenderTargetIdentifier(sourceId);
            }

            //if (isSourceAndDestinationSameTarget) {
            //    destinationId = temporaryRTId;
            //    cmd.GetTemporaryRT(destinationId, blitTargetDescriptor, filterMode);
            //    destination = new RenderTargetIdentifier(destinationId);
            //} else
            if (settings.destinationType == BufferType.CameraColor)
            {
                destinationId = -1;
                destination   = RenderTargetHandle.CameraTarget.Identifier();
            }
            else
            {
                destinationId = Shader.PropertyToID(settings.destinationTextureId);
                cmd.GetTemporaryRT(destinationId, blitTargetDescriptor, filterMode);
                destination = new RenderTargetIdentifier(destinationId);
            }

            if (!settings.postProcessing)
            {
                Blit(cmd, source, destination);
                context.ExecuteCommandBuffer(cmd);
                CommandBufferPool.Release(cmd);
                return;
            }

            int width  = blitTargetDescriptor.width;
            int height = blitTargetDescriptor.height;

            for (int i = 0; i < gOutput.Length; i++)
            {
                gOutput[i] = createIfInvalid(gOutput[i], width, height, true, false);
            }

            // Set cbuffer values
            cmd.SetGlobalInt("screenWidth", width);
            cmd.SetGlobalInt("screenHeight", height);

            const int DispatchGroupWidth = 64;

            // pass 0
            {
                cmd.SetComputeTextureParam(settings.postProcessShaderH, watercolorHKernelIndex, noiseTexSlot, noiseTex);
                cmd.SetComputeTextureParam(settings.postProcessShaderH, watercolorHKernelIndex, mainCameraOutputTexSlot, source);
                cmd.SetComputeTextureParam(settings.postProcessShaderH, watercolorHKernelIndex, inputTexSlot, depthTex);
                cmd.SetComputeTextureParam(settings.postProcessShaderH, watercolorHKernelIndex, outputUavSlot, gOutput[0]);
                cmd.DispatchCompute(settings.postProcessShaderH, watercolorHKernelIndex, MathUtil.DivideByMultiple(width, DispatchGroupWidth), height, 1);
            }

            // pass 1
            {
                cmd.SetComputeTextureParam(settings.postProcessShaderV, watercolorVKernelIndex, noiseTexSlot, noiseTex);
                cmd.SetComputeTextureParam(settings.postProcessShaderV, watercolorVKernelIndex, mainCameraOutputTexSlot, source);
                cmd.SetComputeTextureParam(settings.postProcessShaderV, watercolorVKernelIndex, inputTexSlot, gOutput[0]);
                cmd.SetComputeTextureParam(settings.postProcessShaderV, watercolorVKernelIndex, outputUavSlot, gOutput[1]);
                cmd.DispatchCompute(settings.postProcessShaderV, watercolorVKernelIndex, width, MathUtil.DivideByMultiple(height, DispatchGroupWidth), 1);
            }

            cmd.SetGlobalTexture("_SourceTex", gOutput[1]);
            cmd.SetRenderTarget(source, depthTex);

            // This does not work!
            // For some reason the DSV is not bound here
            //cmd.Blit(gOutput[1], source, settings.maskedCopyMatl);

            // Instead, we have to do this...
            // Credits to https://forum.unity.com/threads/841150/ for figuring this out
            cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
            cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, settings.maskedCopyMatl);
            Camera camera = renderingData.cameraData.camera;

            cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);

            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
Exemple #27
0
 void ExecuteBuffer()
 {
     ctx.ExecuteCommandBuffer(buffer);
     buffer.Clear();
 }
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            if (m_CameraSettings.camera == null)
            {
                // NOTE: This API is being used for simplicity's sake. Please modify this to hook into a static
                // Camera manager in your project.
                //GameObject cameraGO = GameObject.FindWithTag(m_CameraSettings.cameraTag);
                GameObject cameraGO = GameObject.Find(m_CameraSettings.cameraName);
                if (cameraGO != null)
                {
                    Camera camera = cameraGO.GetComponent <Camera>();
                    m_CameraSettings.camera = camera;
                }
            }

            if (m_RenderersToRender.renderersToRender == null)
            {
                m_RenderersToRender.renderersToRender = new List <Renderer>();
            }

            m_RenderersToRender.renderersToRender.Clear();
            for (int i = 0; i < m_RenderersToRender.rendererNames.Count; i++)
            {
                GameObject rendererGO = GameObject.Find(m_RenderersToRender.rendererNames[i]);
                if (rendererGO != null)
                {
                    Renderer rendererToAdd = rendererGO.GetComponent <Renderer>();
                    if (rendererToAdd != null)
                    {
                        m_RenderersToRender.renderersToRender.Add(rendererToAdd);
                    }
                }
            }

            Camera originalCamera = renderingData.cameraData.camera;
            Camera rtCamera       = m_CameraSettings.camera;

            if (rtCamera != null && rtCamera.targetTexture != null)
            {
                float         originalCameraAspect = (float)originalCamera.pixelWidth / (float)originalCamera.pixelHeight;
                float         rtCameraAspect       = (float)rtCamera.pixelWidth / (float)rtCamera.pixelHeight;
                CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
                using (new ProfilingSample(cmd, m_ProfilerTag))
                {
                    context.ExecuteCommandBuffer(cmd);
                    cmd.Clear();

                    Matrix4x4 rtProjectionMatrix;
                    if (!rtCamera.orthographic)
                    {
                        rtProjectionMatrix = Matrix4x4.Perspective(rtCamera.fieldOfView, rtCameraAspect,
                                                                   rtCamera.nearClipPlane, rtCamera.farClipPlane);
                    }
                    else
                    {
                        float vertical   = rtCamera.orthographicSize;
                        float horizontal = vertical * rtCamera.aspect;

                        float left   = horizontal * -1;
                        float right  = horizontal;
                        float top    = vertical;
                        float bottom = vertical * -1;

                        rtProjectionMatrix = Matrix4x4.Ortho(left, right, bottom, top, rtCamera.nearClipPlane, rtCamera.farClipPlane);
                    }

                    cmd.SetRenderTarget(rtCamera.targetTexture);
                    cmd.SetViewProjectionMatrices(rtCamera.worldToCameraMatrix, rtProjectionMatrix);
                    cmd.ClearRenderTarget(true, true, Color.clear);
                    context.ExecuteCommandBuffer(cmd);

                    cmd.Clear();

                    for (int i = 0; i < m_RenderersToRender.renderersToRender.Count; i++)
                    {
                        for (int j = 0; j < m_RenderersToRender.renderersToRender[i].sharedMaterials.Count(); j++)
                        {
                            for (int k = 0; k < m_RenderersToRender.passesToRender.Count; k++)
                            {
                                cmd.DrawRenderer(m_RenderersToRender.renderersToRender[i], m_RenderersToRender.renderersToRender[i].sharedMaterials[j], j, m_RenderersToRender.passesToRender[k]);
                            }
                        }
                    }

                    context.ExecuteCommandBuffer(cmd);

                    // restore
                    Matrix4x4 originalProjectionMatrix = Matrix4x4.Perspective(originalCamera.fieldOfView, originalCameraAspect,
                                                                               originalCamera.nearClipPlane, originalCamera.farClipPlane);

                    cmd.Clear();
                    cmd.SetRenderTarget(m_ColorTextureHandle.Identifier(), m_DepthAttachmentTextureHandle.Identifier());
                    cmd.SetViewProjectionMatrices(originalCamera.worldToCameraMatrix, originalCamera.projectionMatrix);
                }

                context.ExecuteCommandBuffer(cmd);
                CommandBufferPool.Release(cmd);
            }
        }
    // Main entry point for our scriptable render loop

    public static void Render(ScriptableRenderContext context, IEnumerable <Camera> cameras, bool useIntermediateBlitPath)
    {
        bool stereoEnabled = XRSettings.isDeviceActive;

        foreach (var camera in cameras)
        {
            // Culling
            ScriptableCullingParameters cullingParams;
            // Stereo-aware culling parameters are configured to perform a single cull for both eyes
            if (!CullResults.GetCullingParameters(camera, stereoEnabled, out cullingParams))
            {
                continue;
            }
            CullResults cull = new CullResults();
            CullResults.Cull(ref cullingParams, context, ref cull);

            // Setup camera for rendering (sets render target, view/projection matrices and other
            // per-camera built-in shader variables).
            // If stereo is enabled, we also configure stereo matrices, viewports, and XR device render targets
            context.SetupCameraProperties(camera, stereoEnabled);

            // Draws in-between [Start|Stop]MultiEye are stereo-ized by engine
            if (stereoEnabled)
            {
                context.StartMultiEye(camera);
            }

            RenderTargetIdentifier intermediateRTID = new RenderTargetIdentifier(BuiltinRenderTextureType.CurrentActive);
            bool isIntermediateRTTexArray           = false;
            if (useIntermediateBlitPath)
            {
                ConfigureAndBindIntermediateRenderTarget(context, camera, stereoEnabled, out intermediateRTID, out isIntermediateRTTexArray);
            }

            // clear depth buffer
            var cmd = CommandBufferPool.Get();
            cmd.ClearRenderTarget(true, false, Color.black);
            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);

            // Setup global lighting shader variables
            SetupLightShaderVariables(cull.visibleLights, context);

            // Draw opaque objects using BasicPass shader pass
            var drawSettings = new DrawRendererSettings(camera, new ShaderPassName("BasicPass"))
            {
                sorting = { flags = SortFlags.CommonOpaque }
            };
            var filterSettings = new FilterRenderersSettings(true)
            {
                renderQueueRange = RenderQueueRange.opaque
            };
            context.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);

            // Draw skybox
            context.DrawSkybox(camera);

            // Draw transparent objects using BasicPass shader pass
            drawSettings.sorting.flags      = SortFlags.CommonTransparent;
            filterSettings.renderQueueRange = RenderQueueRange.transparent;
            context.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);

            if (useIntermediateBlitPath)
            {
                BlitFromIntermediateToCameraTarget(context, intermediateRTID, isIntermediateRTTexArray);
            }

            if (stereoEnabled)
            {
                context.StopMultiEye(camera);
                // StereoEndRender will reset state on the camera to pre-Stereo settings,
                // and invoke XR based events/callbacks.
                context.StereoEndRender(camera);
            }

            context.Submit();
        }
    }
    void RenderShadows(ScriptableRenderContext context)
    {
        int split;

        if (shadowTileCount <= 1)
        {
            split = 1;
        }
        else if (shadowTileCount <= 4)
        {
            split = 2;
        }
        else if (shadowTileCount <= 9)
        {
            split = 3;
        }
        else
        {
            split = 4;
        }

        float tileSize  = shadowMapSize / split;
        float tileScale = 1f / split;

        shadowMap = SetShadowRenderTarget();
        shadowBuffer.BeginSample("Render Shadows");
        shadowBuffer.SetGlobalVector(
            globalShadowDataId, new Vector4(
                tileScale, shadowDistance * shadowDistance
                )
            );
        context.ExecuteCommandBuffer(shadowBuffer);
        shadowBuffer.Clear();

        int  tileIndex   = 0;
        bool hardShadows = false;
        bool softShadows = false;

        for (int i = mainLightExists ? 1 : 0; i < cull.visibleLights.Count; i++)
        {
            if (i == maxVisibleLights)
            {
                break;
            }
            if (shadowData[i].x <= 0f)
            {
                continue;
            }

            Matrix4x4       viewMatrix, projectionMatrix;
            ShadowSplitData splitData;
            bool            validShadows;
            if (shadowData[i].z > 0f)
            {
                validShadows =
                    cull.ComputeDirectionalShadowMatricesAndCullingPrimitives(
                        i, 0, 1, Vector3.right, (int)tileSize,
                        cull.visibleLights[i].light.shadowNearPlane,
                        out viewMatrix, out projectionMatrix, out splitData
                        );
            }
            else
            {
                validShadows =
                    cull.ComputeSpotShadowMatricesAndCullingPrimitives(
                        i, out viewMatrix, out projectionMatrix, out splitData
                        );
            }
            if (!validShadows)
            {
                shadowData[i].x = 0f;
                continue;
            }

            Vector2 tileOffset = ConfigureShadowTile(tileIndex, split, tileSize);
            shadowData[i].z = tileOffset.x * tileScale;
            shadowData[i].w = tileOffset.y * tileScale;
            shadowBuffer.SetViewProjectionMatrices(viewMatrix, projectionMatrix);
            shadowBuffer.SetGlobalFloat(
                shadowBiasId, cull.visibleLights[i].light.shadowBias
                );
            context.ExecuteCommandBuffer(shadowBuffer);
            shadowBuffer.Clear();

            var shadowSettings = new DrawShadowsSettings(cull, i);
            shadowSettings.splitData.cullingSphere = splitData.cullingSphere;
            context.DrawShadows(ref shadowSettings);
            CalculateWorldToShadowMatrix(
                ref viewMatrix, ref projectionMatrix, out worldToShadowMatrices[i]
                );

            tileIndex += 1;
            if (shadowData[i].y <= 0f)
            {
                hardShadows = true;
            }
            else
            {
                softShadows = true;
            }
        }

        shadowBuffer.DisableScissorRect();
        shadowBuffer.SetGlobalTexture(shadowMapId, shadowMap);
        shadowBuffer.SetGlobalMatrixArray(
            worldToShadowMatricesId, worldToShadowMatrices
            );
        shadowBuffer.SetGlobalVectorArray(shadowDataId, shadowData);
        float invShadowMapSize = 1f / shadowMapSize;

        shadowBuffer.SetGlobalVector(
            shadowMapSizeId, new Vector4(
                invShadowMapSize, invShadowMapSize, shadowMapSize, shadowMapSize
                )
            );
        CoreUtils.SetKeyword(shadowBuffer, shadowsHardKeyword, hardShadows);
        CoreUtils.SetKeyword(shadowBuffer, shadowsSoftKeyword, softShadows);
        shadowBuffer.EndSample("Render Shadows");
        context.ExecuteCommandBuffer(shadowBuffer);
        shadowBuffer.Clear();
    }