internal void SetNativeRenderPassAttachmentList(ScriptableRenderPass renderPass, ref CameraData cameraData, RTHandle passColorAttachment, RTHandle passDepthAttachment, ClearFlag finalClearFlag, Color finalClearColor) { using (new ProfilingScope(null, Profiling.setAttachmentList)) { int currentPassIndex = renderPass.renderPassQueueIndex; Hash128 currentPassHash = m_PassIndexToPassHash[currentPassIndex]; int[] currentMergeablePasses = m_MergeableRenderPassesMap[currentPassHash]; // Skip if not the first pass if (currentMergeablePasses.First() != currentPassIndex) { return; } m_RenderPassesAttachmentCount[currentPassHash] = 0; UpdateFinalStoreActions(currentMergeablePasses, cameraData); int currentAttachmentIdx = 0; foreach (var passIdx in currentMergeablePasses) { if (passIdx == -1) { break; } ScriptableRenderPass pass = m_ActiveRenderPassQueue[passIdx]; for (int i = 0; i < pass.m_ColorAttachmentIndices.Length; ++i) { pass.m_ColorAttachmentIndices[i] = -1; } AttachmentDescriptor currentAttachmentDescriptor; var usesTargetTexture = cameraData.targetTexture != null; var depthOnly = (pass.colorAttachmentHandle.rt != null && IsDepthOnlyRenderTexture(pass.colorAttachmentHandle.rt)) || (usesTargetTexture && IsDepthOnlyRenderTexture(cameraData.targetTexture)); int samples; RenderTargetIdentifier colorAttachmentTarget; // We are not rendering to Backbuffer so we have the RT and the information with it // while also creating a new RenderTargetIdentifier to ignore the current depth slice (which might get bypassed in XR setup eventually) if (new RenderTargetIdentifier(passColorAttachment.nameID, 0, depthSlice: 0) != BuiltinRenderTextureType.CameraTarget) { currentAttachmentDescriptor = new AttachmentDescriptor(depthOnly ? passColorAttachment.rt.descriptor.depthStencilFormat : passColorAttachment.rt.descriptor.graphicsFormat); samples = passColorAttachment.rt.descriptor.msaaSamples; colorAttachmentTarget = passColorAttachment.nameID; } else // In this case we might be rendering the the targetTexture or the Backbuffer, so less information is available { currentAttachmentDescriptor = new AttachmentDescriptor(GetDefaultGraphicsFormat(cameraData, depthOnly)); samples = cameraData.cameraTargetDescriptor.msaaSamples; colorAttachmentTarget = usesTargetTexture ? new RenderTargetIdentifier(cameraData.targetTexture) : BuiltinRenderTextureType.CameraTarget; } currentAttachmentDescriptor.ConfigureTarget(colorAttachmentTarget, ((uint)finalClearFlag & (uint)ClearFlag.Color) == 0, true); if (PassHasInputAttachments(pass)) { SetupInputAttachmentIndices(pass); } // TODO: this is redundant and is being setup for each attachment. Needs to be done only once per mergeable pass list (we need to make sure mergeable passes use the same depth!) m_ActiveDepthAttachmentDescriptor = new AttachmentDescriptor(SystemInfo.GetGraphicsFormat(DefaultFormat.DepthStencil)); m_ActiveDepthAttachmentDescriptor.ConfigureTarget(passDepthAttachment.nameID != BuiltinRenderTextureType.CameraTarget ? passDepthAttachment.nameID : (usesTargetTexture ? new RenderTargetIdentifier(cameraData.targetTexture.depthBuffer) : BuiltinRenderTextureType.Depth), ((uint)finalClearFlag & (uint)ClearFlag.Depth) == 0, true); if (finalClearFlag != ClearFlag.None) { // We don't clear color for Overlay render targets, however pipeline set's up depth only render passes as color attachments which we do need to clear if ((cameraData.renderType != CameraRenderType.Overlay || depthOnly && ((uint)finalClearFlag & (uint)ClearFlag.Color) != 0)) { currentAttachmentDescriptor.ConfigureClear(finalClearColor, 1.0f, 0); } if (((uint)finalClearFlag & (uint)ClearFlag.Depth) != 0) { m_ActiveDepthAttachmentDescriptor.ConfigureClear(Color.black, 1.0f, 0); } } // resolving to the implicit color target's resolve surface TODO: handle m_CameraResolveTarget if present? if (samples > 1) { currentAttachmentDescriptor.ConfigureResolveTarget(colorAttachmentTarget); if (RenderingUtils.MultisampleDepthResolveSupported()) { m_ActiveDepthAttachmentDescriptor.ConfigureResolveTarget(m_ActiveDepthAttachmentDescriptor.loadStoreTarget); } } if (m_UseOptimizedStoreActions) { currentAttachmentDescriptor.storeAction = m_FinalColorStoreAction[0]; m_ActiveDepthAttachmentDescriptor.storeAction = m_FinalDepthStoreAction; } int existingAttachmentIndex = FindAttachmentDescriptorIndexInList(currentAttachmentIdx, currentAttachmentDescriptor, m_ActiveColorAttachmentDescriptors); if (existingAttachmentIndex == -1) { // add a new attachment pass.m_ColorAttachmentIndices[0] = currentAttachmentIdx; m_ActiveColorAttachmentDescriptors[currentAttachmentIdx] = currentAttachmentDescriptor; currentAttachmentIdx++; m_RenderPassesAttachmentCount[currentPassHash]++; } else { // attachment was already present pass.m_ColorAttachmentIndices[0] = existingAttachmentIndex; } } } }
public static void Render(ScriptableRenderContext context, IEnumerable <Camera> cameras, SimpleRenderPipeline.Mode mode) { foreach (var camera in cameras) { // Culling ScriptableCullingParameters cullingParams; if (!camera.TryGetCullingParameters(out cullingParams)) { continue; } CullingResults cull = context.Cull(ref cullingParams); context.SetupCameraProperties(camera); AttachmentDescriptor color = new AttachmentDescriptor(RenderTextureFormat.ARGB32); AttachmentDescriptor depth = new AttachmentDescriptor(RenderTextureFormat.Depth); bool needsFinalBlit = camera.cameraType == CameraType.SceneView; RenderTargetIdentifier tmpBuf = new RenderTargetIdentifier("TempSurface"); if (needsFinalBlit) { using (var cmd = new CommandBuffer()) { cmd.GetTemporaryRT(Shader.PropertyToID("TempSurface"), camera.pixelWidth, camera.pixelHeight, 24, FilterMode.Bilinear, RenderTextureFormat.ARGB32); context.ExecuteCommandBuffer(cmd); } color.ConfigureTarget(tmpBuf, false, true); } else { color.ConfigureTarget(BuiltinRenderTextureType.CameraTarget, false, true); } // No configure target for depth means depth will be memoryless color.ConfigureClear(Color.blue / 3 + Color.red / 2); depth.ConfigureClear(Color.black, 1.0f, 0); using (var attachmentsDisposable = new NativeArray <AttachmentDescriptor>(2, Allocator.Temp)) { var attachments = attachmentsDisposable; const int depthIndex = 0, colorIndex = 1; attachments[depthIndex] = depth; attachments[colorIndex] = color; using (context.BeginScopedRenderPass(camera.pixelWidth, camera.pixelHeight, 1, attachments, depthIndex)) { var fs = new FilteringSettings(RenderQueueRange.opaque); if (mode == SimpleRenderPipeline.Mode.DepthPrepass) { var depthPrePasssettings = new DrawingSettings(new ShaderTagId("DepthPrepass"), new SortingSettings(camera)); using (var depthOnlyDisposable = new NativeArray <int>(0, Allocator.Temp)) { var depthArray = depthOnlyDisposable; using (context.BeginScopedSubPass(depthArray)) { context.DrawRenderers(cull, ref depthPrePasssettings, ref fs); } } var mainPasssettings = new DrawingSettings(new ShaderTagId("AfterZPrepass"), new SortingSettings(camera)); using (var colorsDisposable = new NativeArray <int>(1, Allocator.Temp)) { var colors = colorsDisposable; colors[0] = colorIndex; using (context.BeginScopedSubPass(colors)) { context.DrawRenderers(cull, ref mainPasssettings, ref fs); } } } else if (mode == SimpleRenderPipeline.Mode.OnePassAlphaTest) { var mainPasssettings = new DrawingSettings(new ShaderTagId("OnePassAlphaClip"), new SortingSettings(camera)); using (var colorsDisposable = new NativeArray <int>(1, Allocator.Temp)) { var colors = colorsDisposable; colors[0] = colorIndex; using (context.BeginScopedSubPass(colors)) { context.DrawRenderers(cull, ref mainPasssettings, ref fs); } } } else if (mode == SimpleRenderPipeline.Mode.OnePassAlphaBlend) { var sortingSettings = new SortingSettings(camera); sortingSettings.criteria = SortingCriteria.BackToFront; var mainPasssettings = new DrawingSettings(new ShaderTagId("OnePassAlphaBlend"), sortingSettings); using (var colorsDisposable = new NativeArray <int>(1, Allocator.Temp)) { var colors = colorsDisposable; colors[0] = colorIndex; using (context.BeginScopedSubPass(colors)) { context.DrawRenderers(cull, ref mainPasssettings, ref fs); } } } } } if (needsFinalBlit) { using (var cmd = new CommandBuffer()) { cmd.Blit(tmpBuf, new RenderTargetIdentifier(BuiltinRenderTextureType.CameraTarget)); context.ExecuteCommandBuffer(cmd); } } context.Submit(); } }
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; //Color Texture Descriptor RenderTextureDescriptor colorRTDesc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight); colorRTDesc.colorFormat = m_ColorFormat; colorRTDesc.depthBufferBits = depthBufferBits; colorRTDesc.sRGB = (QualitySettings.activeColorSpace == ColorSpace.Linear); colorRTDesc.msaaSamples = 1; colorRTDesc.enableRandomWrite = false; //Get Temp Texture for Color Texture CommandBuffer cmdTempId = new CommandBuffer(); cmdTempId.name = "(" + camera.name + ")" + "Setup TempRT"; cmdTempId.GetTemporaryRT(m_ColorRTid, colorRTDesc, FilterMode.Bilinear); cmdTempId.SetRenderTarget(m_ColorRT); //so that result won't flip context.ExecuteCommandBuffer(cmdTempId); cmdTempId.Release(); //Setup DrawSettings and FilterSettings var sortingSettings = new SortingSettings(camera); DrawingSettings drawSettings1 = new DrawingSettings(m_PassName1, sortingSettings); DrawingSettings drawSettings2 = new DrawingSettings(m_PassName2, sortingSettings); FilteringSettings filterSettings = new FilteringSettings(RenderQueueRange.all); //Native Arrays for Attachaments NativeArray <AttachmentDescriptor> renderPassAttachments = new NativeArray <AttachmentDescriptor>(4, Allocator.Temp); renderPassAttachments[0] = m_Albedo; renderPassAttachments[1] = m_Emission; renderPassAttachments[2] = m_Output; renderPassAttachments[3] = m_Depth; NativeArray <int> renderPassColorAttachments = new NativeArray <int>(2, Allocator.Temp); renderPassColorAttachments[0] = 0; renderPassColorAttachments[1] = 1; NativeArray <int> renderPassOutputAttachments = new NativeArray <int>(1, Allocator.Temp); renderPassOutputAttachments[0] = 2; //Clear Attachements m_Output.ConfigureTarget(m_ColorRT, false, true); m_Output.ConfigureClear(new Color(0.0f, 0.0f, 0.0f, 0.0f), 1, 0); m_Albedo.ConfigureClear(camera.backgroundColor, 1, 0); m_Emission.ConfigureClear(new Color(0.0f, 0.0f, 0.0f, 0.0f), 1, 0); m_Depth.ConfigureClear(new Color(), 1, 0); //More clean to use ScopedRenderPass instead of BeginRenderPass+EndRenderPass using (context.BeginScopedRenderPass(camera.pixelWidth, camera.pixelHeight, 1, renderPassAttachments, 3)) { //Output to Albedo & Emission using (context.BeginScopedSubPass(renderPassColorAttachments, false)) { //Opaque objects sortingSettings.criteria = SortingCriteria.CommonOpaque; drawSettings1.sortingSettings = sortingSettings; filterSettings.renderQueueRange = RenderQueueRange.opaque; context.DrawRenderers(cull, ref drawSettings1, ref filterSettings); //Transparent objects sortingSettings.criteria = SortingCriteria.CommonTransparent; drawSettings1.sortingSettings = sortingSettings; filterSettings.renderQueueRange = RenderQueueRange.transparent; context.DrawRenderers(cull, ref drawSettings1, ref filterSettings); } //Read from Albedo & Emission, then output to Output using (context.BeginScopedSubPass(renderPassOutputAttachments, renderPassColorAttachments)) { //Skybox if (drawSkyBox) { context.DrawSkybox(camera); } //Opaque objects sortingSettings.criteria = SortingCriteria.CommonOpaque; drawSettings2.sortingSettings = sortingSettings; filterSettings.renderQueueRange = RenderQueueRange.opaque; context.DrawRenderers(cull, ref drawSettings2, ref filterSettings); //Transparent objects sortingSettings.criteria = SortingCriteria.CommonTransparent; drawSettings2.sortingSettings = sortingSettings; filterSettings.renderQueueRange = RenderQueueRange.transparent; context.DrawRenderers(cull, ref drawSettings2, ref filterSettings); } } //Blit To Camera so that the CameraTarget has content and make sceneview works CommandBuffer cmd = new CommandBuffer(); cmd.name = "Cam:" + camera.name + " BlitToCamera"; cmd.Blit(m_ColorRT, BuiltinRenderTextureType.CameraTarget); context.ExecuteCommandBuffer(cmd); cmd.Release(); //CleanUp Texture CommandBuffer cmdclean = new CommandBuffer(); cmdclean.name = "(" + camera.name + ")" + "Clean Up"; cmdclean.ReleaseTemporaryRT(m_ColorRTid); context.ExecuteCommandBuffer(cmdclean); cmdclean.Release(); //Submit the CommandBuffers context.Submit(); //CleanUp NativeArrays renderPassAttachments.Dispose(); renderPassColorAttachments.Dispose(); renderPassOutputAttachments.Dispose(); } }
internal void SetNativeRenderPassMRTAttachmentList(ScriptableRenderPass renderPass, ref CameraData cameraData, bool needCustomCameraColorClear, ClearFlag cameraClearFlag) { using (new ProfilingScope(null, Profiling.setMRTAttachmentsList)) { int currentPassIndex = renderPass.renderPassQueueIndex; Hash128 currentPassHash = m_PassIndexToPassHash[currentPassIndex]; int[] currentMergeablePasses = m_MergeableRenderPassesMap[currentPassHash]; // Not the first pass if (currentMergeablePasses.First() != currentPassIndex) { return; } m_RenderPassesAttachmentCount[currentPassHash] = 0; UpdateFinalStoreActions(currentMergeablePasses, cameraData); int currentAttachmentIdx = 0; bool hasInput = false; foreach (var passIdx in currentMergeablePasses) { if (passIdx == -1) { break; } ScriptableRenderPass pass = m_ActiveRenderPassQueue[passIdx]; for (int i = 0; i < pass.m_ColorAttachmentIndices.Length; ++i) { pass.m_ColorAttachmentIndices[i] = -1; } for (int i = 0; i < pass.m_InputAttachmentIndices.Length; ++i) { pass.m_InputAttachmentIndices[i] = -1; } uint validColorBuffersCount = RenderingUtils.GetValidColorBufferCount(pass.colorAttachmentHandles); for (int i = 0; i < validColorBuffersCount; ++i) { AttachmentDescriptor currentAttachmentDescriptor = new AttachmentDescriptor(pass.renderTargetFormat[i] != GraphicsFormat.None ? pass.renderTargetFormat[i] : GetDefaultGraphicsFormat(cameraData)); var colorHandle = pass.overrideCameraTarget ? pass.colorAttachmentHandles[i] : m_CameraColorTarget.handle; int existingAttachmentIndex = FindAttachmentDescriptorIndexInList(colorHandle.nameID, m_ActiveColorAttachmentDescriptors); if (m_UseOptimizedStoreActions) { currentAttachmentDescriptor.storeAction = m_FinalColorStoreAction[i]; } if (existingAttachmentIndex == -1) { // add a new attachment m_ActiveColorAttachmentDescriptors[currentAttachmentIdx] = currentAttachmentDescriptor; bool passHasClearColor = (pass.clearFlag & ClearFlag.Color) != 0; m_ActiveColorAttachmentDescriptors[currentAttachmentIdx].ConfigureTarget(colorHandle.nameID, !passHasClearColor, true); if (pass.colorAttachmentHandles[i] == m_CameraColorTarget.handle && needCustomCameraColorClear && (cameraClearFlag & ClearFlag.Color) != 0) { m_ActiveColorAttachmentDescriptors[currentAttachmentIdx].ConfigureClear(cameraData.backgroundColor, 1.0f, 0); } else if (passHasClearColor) { m_ActiveColorAttachmentDescriptors[currentAttachmentIdx].ConfigureClear(CoreUtils.ConvertSRGBToActiveColorSpace(pass.clearColor), 1.0f, 0); } pass.m_ColorAttachmentIndices[i] = currentAttachmentIdx; currentAttachmentIdx++; m_RenderPassesAttachmentCount[currentPassHash]++; } else { // attachment was already present pass.m_ColorAttachmentIndices[i] = existingAttachmentIndex; } } if (PassHasInputAttachments(pass)) { hasInput = true; SetupInputAttachmentIndices(pass); } // TODO: this is redundant and is being setup for each attachment. Needs to be done only once per mergeable pass list (we need to make sure mergeable passes use the same depth!) m_ActiveDepthAttachmentDescriptor = new AttachmentDescriptor(SystemInfo.GetGraphicsFormat(DefaultFormat.DepthStencil)); bool passHasClearDepth = (cameraClearFlag & ClearFlag.DepthStencil) != 0; m_ActiveDepthAttachmentDescriptor.ConfigureTarget(pass.overrideCameraTarget ? pass.depthAttachmentHandle.nameID : m_CameraDepthTarget.nameID, !passHasClearDepth, true); if (passHasClearDepth) { m_ActiveDepthAttachmentDescriptor.ConfigureClear(Color.black, 1.0f, 0); } if (m_UseOptimizedStoreActions) { m_ActiveDepthAttachmentDescriptor.storeAction = m_FinalDepthStoreAction; } } if (hasInput) { SetupTransientInputAttachments(m_RenderPassesAttachmentCount[currentPassHash]); } } }
internal void SetNativeRenderPassAttachmentList(ScriptableRenderPass renderPass, ref CameraData cameraData, RenderTargetIdentifier passColorAttachment, RenderTargetIdentifier passDepthAttachment, ClearFlag finalClearFlag, Color finalClearColor) { using (new ProfilingScope(null, Profiling.setAttachmentList)) { int currentPassIndex = renderPass.renderPassQueueIndex; Hash128 currentPassHash = m_PassIndexToPassHash[currentPassIndex]; int[] currentMergeablePasses = m_MergeableRenderPassesMap[currentPassHash]; // Skip if not the first pass if (currentMergeablePasses.First() != currentPassIndex) { return; } m_RenderPassesAttachmentCount[currentPassHash] = 0; int currentAttachmentIdx = 0; foreach (var passIdx in currentMergeablePasses) { if (passIdx == -1) { break; } ScriptableRenderPass pass = m_ActiveRenderPassQueue[passIdx]; for (int i = 0; i < pass.m_InputAttachmentIndices.Length; ++i) { pass.m_InputAttachmentIndices[i] = -1; } AttachmentDescriptor currentAttachmentDescriptor; var usesTargetTexture = cameraData.targetTexture != null; var depthOnly = renderPass.depthOnly || (usesTargetTexture && cameraData.targetTexture.graphicsFormat == GraphicsFormat.DepthAuto); // Offscreen depth-only cameras need this set explicitly if (depthOnly && usesTargetTexture) { if (cameraData.targetTexture.graphicsFormat == GraphicsFormat.DepthAuto && !pass.overrideCameraTarget) { passColorAttachment = new RenderTargetIdentifier(cameraData.targetTexture); } else { passColorAttachment = renderPass.colorAttachment; } currentAttachmentDescriptor = new AttachmentDescriptor(GraphicsFormat.DepthAuto); } else { currentAttachmentDescriptor = new AttachmentDescriptor(cameraData.cameraTargetDescriptor.graphicsFormat); } if (pass.overrideCameraTarget) { currentAttachmentDescriptor = new AttachmentDescriptor(pass.renderTargetFormat[0] != GraphicsFormat.None ? pass.renderTargetFormat[0] : GetDefaultGraphicsFormat(cameraData)); } var samples = pass.renderTargetSampleCount != -1 ? pass.renderTargetSampleCount : cameraData.cameraTargetDescriptor.msaaSamples; var colorAttachmentTarget = (depthOnly || passColorAttachment != BuiltinRenderTextureType.CameraTarget) ? passColorAttachment : (usesTargetTexture ? new RenderTargetIdentifier(cameraData.targetTexture.colorBuffer) : BuiltinRenderTextureType.CameraTarget); var depthAttachmentTarget = (passDepthAttachment != BuiltinRenderTextureType.CameraTarget) ? passDepthAttachment : (usesTargetTexture ? new RenderTargetIdentifier(cameraData.targetTexture.depthBuffer) : BuiltinRenderTextureType.Depth); // TODO: review the lastPassToBB logic to mak it work with merged passes // keep track if this is the current camera's last pass and the RT is the backbuffer (BuiltinRenderTextureType.CameraTarget) // knowing isLastPassToBB can help decide the optimal store action as it gives us additional information about the current frame bool isLastPassToBB = pass.isLastPass && (colorAttachmentTarget == BuiltinRenderTextureType.CameraTarget); currentAttachmentDescriptor.ConfigureTarget(colorAttachmentTarget, ((uint)finalClearFlag & (uint)ClearFlag.Color) == 0, !(samples > 1 && isLastPassToBB)); // TODO: this is redundant and is being setup for each attachment. Needs to be done only once per mergeable pass list (we need to make sure mergeable passes use the same depth!) m_ActiveDepthAttachmentDescriptor = new AttachmentDescriptor(GraphicsFormat.DepthAuto); m_ActiveDepthAttachmentDescriptor.ConfigureTarget(depthAttachmentTarget, ((uint)finalClearFlag & (uint)ClearFlag.Depth) == 0, !isLastPassToBB); if (finalClearFlag != ClearFlag.None) { // We don't clear color for Overlay render targets, however pipeline set's up depth only render passes as color attachments which we do need to clear if ((cameraData.renderType != CameraRenderType.Overlay || depthOnly && ((uint)finalClearFlag & (uint)ClearFlag.Color) != 0)) { currentAttachmentDescriptor.ConfigureClear(finalClearColor, 1.0f, 0); } if (((uint)finalClearFlag & (uint)ClearFlag.Depth) != 0) { m_ActiveDepthAttachmentDescriptor.ConfigureClear(Color.black, 1.0f, 0); } } // resolving to the implicit color target's resolve surface TODO: handle m_CameraResolveTarget if present? if (samples > 1) { currentAttachmentDescriptor.ConfigureResolveTarget(colorAttachmentTarget); } int existingAttachmentIndex = FindAttachmentDescriptorIndexInList(currentAttachmentIdx, currentAttachmentDescriptor, m_ActiveColorAttachmentDescriptors); if (existingAttachmentIndex == -1) { // add a new attachment pass.m_InputAttachmentIndices[0] = currentAttachmentIdx; m_ActiveColorAttachmentDescriptors[currentAttachmentIdx] = currentAttachmentDescriptor; currentAttachmentIdx++; m_RenderPassesAttachmentCount[currentPassHash]++; } else { // attachment was already present pass.m_InputAttachmentIndices[0] = existingAttachmentIndex; } } } }
internal void SetNativeRenderPassMRTAttachmentList(ScriptableRenderPass renderPass, ref CameraData cameraData, uint validColorBuffersCount, bool needCustomCameraColorClear, ClearFlag clearFlag) { using (new ProfilingScope(null, Profiling.setMRTAttachmentsList)) { int currentPassIndex = renderPass.renderPassQueueIndex; Hash128 currentPassHash = m_PassIndexToPassHash[currentPassIndex]; int[] currentMergeablePasses = m_MergeableRenderPassesMap[currentPassHash]; // Not the first pass if (currentMergeablePasses.First() != currentPassIndex) { return; } m_RenderPassesAttachmentCount[currentPassHash] = 0; int currentAttachmentIdx = 0; foreach (var passIdx in currentMergeablePasses) { if (passIdx == -1) { break; } ScriptableRenderPass pass = m_ActiveRenderPassQueue[passIdx]; for (int i = 0; i < pass.m_InputAttachmentIndices.Length; ++i) { pass.m_InputAttachmentIndices[i] = -1; } // TODO: review the lastPassToBB logic to mak it work with merged passes bool isLastPassToBB = false; for (int i = 0; i < validColorBuffersCount; ++i) { AttachmentDescriptor currentAttachmentDescriptor = new AttachmentDescriptor(pass.renderTargetFormat[i] != GraphicsFormat.None ? pass.renderTargetFormat[i] : GetDefaultGraphicsFormat(cameraData)); // if this is the current camera's last pass, also check if one of the RTs is the backbuffer (BuiltinRenderTextureType.CameraTarget) isLastPassToBB |= pass.isLastPass && (pass.colorAttachments[i] == BuiltinRenderTextureType.CameraTarget); int existingAttachmentIndex = FindAttachmentDescriptorIndexInList(currentAttachmentIdx, currentAttachmentDescriptor, m_ActiveColorAttachmentDescriptors); if (existingAttachmentIndex == -1) { // add a new attachment m_ActiveColorAttachmentDescriptors[currentAttachmentIdx] = currentAttachmentDescriptor; m_ActiveColorAttachmentDescriptors[currentAttachmentIdx].ConfigureTarget(pass.colorAttachments[i], (clearFlag & ClearFlag.Color) == 0, true); if ((clearFlag & ClearFlag.Color) != 0) { var clearColor = (needCustomCameraColorClear && pass.colorAttachments[i] == m_CameraColorTarget) ? cameraData.camera.backgroundColor : renderPass.clearColor; m_ActiveColorAttachmentDescriptors[currentAttachmentIdx].ConfigureClear(CoreUtils.ConvertSRGBToActiveColorSpace(clearColor), 1.0f, 0); } pass.m_InputAttachmentIndices[i] = currentAttachmentIdx; currentAttachmentIdx++; m_RenderPassesAttachmentCount[currentPassHash]++; } else { // attachment was already present pass.m_InputAttachmentIndices[i] = existingAttachmentIndex; } } // TODO: this is redundant and is being setup for each attachment. Needs to be done only once per mergeable pass list (we need to make sure mergeable passes use the same depth!) m_ActiveDepthAttachmentDescriptor = new AttachmentDescriptor(GraphicsFormat.DepthAuto); m_ActiveDepthAttachmentDescriptor.ConfigureTarget(pass.depthAttachment, (clearFlag & ClearFlag.DepthStencil) == 0, !isLastPassToBB); if ((clearFlag & ClearFlag.DepthStencil) != 0) { m_ActiveDepthAttachmentDescriptor.ConfigureClear(Color.black, 1.0f, 0); } } } }
void DrawDeferred(Camera camera, CullingResults cullingResults, ScriptableRenderContext context) { var albedo = new AttachmentDescriptor(RenderTextureFormat.ARGB32); var specRough = new AttachmentDescriptor(RenderTextureFormat.ARGB32); var normal = new AttachmentDescriptor(RenderTextureFormat.ARGB2101010); var emission = new AttachmentDescriptor(RenderTextureFormat.ARGBHalf); var depth = new AttachmentDescriptor(RenderTextureFormat.Depth); var depthSRV = new AttachmentDescriptor(RenderTextureFormat.ARGBHalf); // At the beginning of the render pass, clear the emission buffer to all black, and the depth buffer to 1.0f emission.ConfigureClear(new Color(0.0f, 0.0f, 0.0f, 0.0f), 1.0f, 0); depth.ConfigureClear(new Color(), 1.0f, 0); //depthSRV.ConfigureClear(new Color(), 1.0f, 0); albedo.ConfigureTarget(BuiltinRenderTextureType.CameraTarget, false, true); var attachments = new NativeArray <AttachmentDescriptor>(5, Allocator.Temp); const int depthIndex = 0, albedoIndex = 1, specRoughIndex = 2, normalIndex = 3, emissionIndex = 4, depthSRVIndex = 5; attachments[depthIndex] = depth; attachments[albedoIndex] = albedo; attachments[specRoughIndex] = specRough; attachments[normalIndex] = normal; attachments[emissionIndex] = emission; //attachments[depthSRVIndex] = depthSRV; using (context.BeginScopedRenderPass(camera.pixelWidth, camera.pixelHeight, 1, attachments, depthIndex)) { attachments.Dispose(); // Start the first subpass, GBuffer creation: render to albedo, specRough, normal and emission, no need to read any input attachments var gbufferColors = new NativeArray <int>(4, Allocator.Temp); gbufferColors[0] = albedoIndex; gbufferColors[1] = specRoughIndex; gbufferColors[2] = normalIndex; gbufferColors[3] = emissionIndex; //gbufferColors[4] = depthSRVIndex; using (context.BeginScopedSubPass(gbufferColors)) { gbufferColors.Dispose(); // Render the deferred G-Buffer RenderGBuffer(camera, cullingResults, context); } // Second subpass, lighting: Render to the emission buffer, read from albedo, specRough, normal and depth. // The last parameter indicates whether the depth buffer can be bound as read-only. // Note that some renderers (notably iOS Metal) won't allow reading from the depth buffer while it's bound as Z-buffer, // so those renderers should write the Z into an additional FP32 render target manually in the pixel shader and read from it instead var lightingColors = new NativeArray <int>(1, Allocator.Temp); lightingColors[0] = albedoIndex; var lightingInputs = new NativeArray <int>(1, Allocator.Temp); lightingInputs[0] = albedoIndex; // lightingInputs[1] = specRoughIndex; // lightingInputs[2] = normalIndex; // //lightingInputs[3] = depthSRVIndex; using (context.BeginScopedSubPass(lightingColors, lightingInputs, true)) { lightingColors.Dispose(); lightingInputs.Dispose(); // PushGlobalShadowParams(context); RenderDeferredLighting(camera, cullingResults, context); } // Third subpass, tonemapping: Render to albedo (which is bound to the camera target), read from emission. var tonemappingColors = new NativeArray <int>(1, Allocator.Temp); tonemappingColors[0] = albedoIndex; var tonemappingInputs = new NativeArray <int>(1, Allocator.Temp); tonemappingInputs[0] = albedoIndex; using (context.BeginScopedSubPass(tonemappingColors, tonemappingInputs, true)) { tonemappingColors.Dispose(); tonemappingInputs.Dispose(); // present frame buffer. RenderDeferredFinalPass(context); } } }
private void DeferedRender(ScriptableRenderContext context, Camera camera, ref CullingResults cullingResult) { var albedo = new AttachmentDescriptor(RenderTextureFormat.ARGB32); var specRough = new AttachmentDescriptor(RenderTextureFormat.ARGB32); var normal = new AttachmentDescriptor(RenderTextureFormat.ARGB2101010); var emission = new AttachmentDescriptor(RenderTextureFormat.ARGBHalf); var depth = new AttachmentDescriptor(RenderTextureFormat.Depth); emission.ConfigureClear(new Color(0.0f, 0.0f, 0.0f, 0.0f), 1.0f, 0); depth.ConfigureClear(new Color(), 1.0f, 0); NativeArray <AttachmentDescriptor> colorAttachments = new NativeArray <AttachmentDescriptor>(5, Allocator.Temp); colorAttachments[depthIndex] = depth; colorAttachments[specRoughIndex] = specRough; colorAttachments[normalIndex] = normal; colorAttachments[emissionIndex] = emission; colorAttachments[albedoIndex] = albedo; albedo.ConfigureTarget(BuiltinRenderTextureType.CameraTarget, false, true); context.BeginRenderPass(camera.pixelWidth, camera.pixelHeight, 1, colorAttachments, depthIndex); colorAttachments.Dispose(); var gbufferColors = new NativeArray <int>(4, Allocator.Temp); gbufferColors[0] = albedoIndex; gbufferColors[1] = specRoughIndex; gbufferColors[2] = normalIndex; gbufferColors[3] = emissionIndex; //G-Buffer Pass context.BeginSubPass(gbufferColors); gbufferColors.Dispose(); RenderGBuffer(context, camera, ref cullingResult); context.EndSubPass(); var lightingColors = new NativeArray <int>(1, Allocator.Temp); lightingColors[0] = albedoIndex; var lightingInputs = new NativeArray <int>(4, Allocator.Temp); lightingInputs[0] = emissionIndex; lightingInputs[1] = specRoughIndex; lightingInputs[2] = normalIndex; lightingInputs[3] = depthIndex; //Lightning Pass. context.BeginSubPass(lightingColors, lightingInputs, true); lightingInputs.Dispose(); lightingColors.Dispose(); RenderLights(context, camera, ref cullingResult); context.EndSubPass(); context.EndRenderPass(); }
void DeferredLightPass(ScriptableRenderContext context, CullingResults cullingResults, Camera camera) { var cmd = CommandBufferPool.Get("SetupGlobalLights"); SortingSettings opaqueSortingSettings = new SortingSettings(camera); opaqueSortingSettings.criteria = SortingCriteria.CommonOpaque; FilteringSettings opaqueFilteringSettings = new FilteringSettings(RenderQueueRange.opaque); if (cullingResults.visibleLights.Length > 0) { VisibleLight lightData = cullingResults.visibleLights[0]; Vector4 dir = -lightData.localToWorldMatrix.GetColumn(2); Vector4 lightPos = new Vector4(dir.x, dir.y, dir.z, 0.0f); cmd.SetGlobalVector("_MainLightPosition", lightPos); cmd.SetGlobalVector("_MainLightColor", lightData.finalColor); } if (cullingResults.visibleReflectionProbes.Length > 0) { cmd.SetGlobalTexture("unity_SpecCube0", cullingResults.visibleReflectionProbes[0].texture); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); bool useRenderPass = false; if (!useRenderPass) { bool enableDynamicBatching = false; bool enableInstancing = false; PerObjectData perObjectData = PerObjectData.None; // DrawGBuffers DrawingSettings gBufferDrawingSettings = new DrawingSettings(ShaderPassTag.GBuffer, opaqueSortingSettings); gBufferDrawingSettings.enableDynamicBatching = enableDynamicBatching; gBufferDrawingSettings.enableInstancing = enableInstancing; gBufferDrawingSettings.perObjectData = perObjectData; cmd = CommandBufferPool.Get("Gbuffer"); cmd.SetRenderTarget(m_GBufferRTIDs, m_DepthBufferRTID); cmd.ClearRenderTarget(true, true, camera.backgroundColor); //CoreUtils.SetRenderTarget(cmd, m_GBufferRTIDs, m_DepthBufferRTID, ClearFlag.All); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); context.DrawRenderers(cullingResults, ref gBufferDrawingSettings, ref opaqueFilteringSettings); cmd = CommandBufferPool.Get("DeferredLightingPass"); cmd.SetGlobalVector("unity_SpecCube0_HDR", new Vector4(1, 1, 0, 0)); // Bind buffers cmd.SetGlobalTexture("_GBufferAlbedo", m_GBufferRTIDs[0]); cmd.SetGlobalTexture("_GBufferNormal", m_GBufferRTIDs[1]); cmd.SetGlobalTexture("_GBufferMetallicOcclusionSmoothness", m_GBufferRTIDs[2]); cmd.SetGlobalTexture("_GBufferDepth", m_DepthBufferRTID); cmd.SetGlobalInt("_TileCountX", (camera.scaledPixelWidth + 64 - 1) / 64); cmd.SetGlobalInt("_TileCountY", (camera.scaledPixelHeight + 64 - 1) / 64); cmd.SetGlobalVector("unity_LightData", new Vector4(6, 0, 1, 0)); //Set RenderTarget cmd.SetRenderTarget(m_ColorBuffer, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store); cmd.ClearRenderTarget(true, true, Color.black, 0.0f); //cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity); //cmd.SetViewport(camera.pixelRect); cmd.DrawMesh(CustomRenderPipeline.fullscreenMesh, Matrix4x4.identity, m_DeferredLightingMat, 0, 0); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); //cmd.SetViewport(new Rect(0,0,camera.scaledPixelWidth, camera.scaledPixelHeight)); } else { // var colorBuffer = new AttachmentDescriptor(RenderTextureFormat.ARGBHalf); // 64 bit // var depthBuffer = new AttachmentDescriptor(RenderTextureFormat.Depth); // 32 bit // var albedoGBuffer = new AttachmentDescriptor(RenderTextureFormat.ARGB32); // 32 bit // var normalGBuffer = new AttachmentDescriptor(RenderTextureFormat.ARGBHalf); // 64 bit // var pbrGBuffer = new AttachmentDescriptor(RenderTextureFormat.ARGB32); // 32 // var depthGBuffer = new AttachmentDescriptor(RenderTextureFormat.RFloat); // 32 bit // // colorBuffer.ConfigureClear(new Color(0.0f, 0.0f, 0.0f, 0.0f), 1.0f, 0); // depthBuffer.ConfigureClear(new Color(), 1.0f, 0); // colorBuffer.ConfigureTarget(BuiltinRenderTextureType.CameraTarget, true, true); // // var attachments = new NativeArray<AttachmentDescriptor>(6, Allocator.Temp); // const int colorBufferId = 0, depthBufferId = 1, albedoGBufferId = 2, normalGBufferId = 3, pbrGbufferId = 4, depthGBufferId = 5; // //const int colorBufferId = 0, albedoGBufferId = 2, normalGBufferId = 3, pbrGbufferId = 4, depthGBufferId = 5; // attachments[colorBufferId] = colorBuffer; // attachments[depthBufferId] = depthBuffer; // attachments[albedoGBufferId] = albedoGBuffer; // attachments[normalGBufferId] = normalGBuffer; // attachments[pbrGbufferId] = pbrGBuffer; // attachments[depthGBufferId] = depthGBuffer; // // using (context.BeginScopedRenderPass(camera.scaledPixelWidth, camera.scaledPixelHeight, 1, attachments, depthBufferId)) // { // attachments.Dispose(); // var gBuffers = new NativeArray<int>(4, Allocator.Temp); // // //gBuffers[0] = colorBufferId; // gBuffers[0] = albedoGBufferId; // gBuffers[1] = normalGBufferId; // gBuffers[2] = pbrGbufferId; // gBuffers[3] = depthGBufferId; // using (context.BeginScopedSubPass(gBuffers)) // { // RenderGbufferSubPass(context, cullingResults, camera); // } // var lightingColors = new NativeArray<int>(1, Allocator.Temp); // lightingColors[0] = colorBufferId; // var lightingInputs = new NativeArray<int>(4, Allocator.Temp); // lightingInputs[0] = albedoGBufferId; // //lightingInputs[1] = albedoGBufferId; // lightingInputs[1] = normalGBufferId; // lightingInputs[2] = pbrGbufferId; // lightingInputs[3] = depthGBufferId; // using (context.BeginScopedSubPass(lightingColors, lightingInputs, true)) // { // lightingColors.Dispose(); // lightingInputs.Dispose(); // // // RenderLighting(camera, cullResults, context); // RenderDeferredLightingSubPass(context, cullingResults, camera); // } // // // } var albedo = new AttachmentDescriptor(RenderTextureFormat.ARGB32); var specRough = new AttachmentDescriptor(RenderTextureFormat.ARGB32); var normal = new AttachmentDescriptor(RenderTextureFormat.ARGB2101010); var emission = new AttachmentDescriptor(RenderTextureFormat.ARGBHalf); var depth = new AttachmentDescriptor(RenderTextureFormat.Depth); emission.ConfigureClear(new Color(0.0f, 0.0f, 0.0f, 0.0f), 1.0f, 0); depth.ConfigureClear(new Color(), 1.0f, 0); albedo.ConfigureTarget(BuiltinRenderTextureType.CameraTarget, false, true); var attachments = new NativeArray <AttachmentDescriptor>(5, Allocator.Temp); const int depthIndex = 0, albedoIndex = 1, specRoughIndex = 2, normalIndex = 3, emissionIndex = 4; attachments[depthIndex] = depth; attachments[albedoIndex] = albedo; attachments[specRoughIndex] = specRough; attachments[normalIndex] = normal; attachments[emissionIndex] = emission; using (context.BeginScopedRenderPass(camera.pixelWidth, camera.pixelHeight, 1, attachments, depthIndex)) { attachments.Dispose(); // Start the first subpass, GBuffer creation: render to albedo, specRough, normal and emission, no need to read any input attachments var gbufferColors = new NativeArray <int>(4, Allocator.Temp); gbufferColors[0] = albedoIndex; gbufferColors[1] = specRoughIndex; gbufferColors[2] = normalIndex; gbufferColors[3] = emissionIndex; using (context.BeginScopedSubPass(gbufferColors)) { gbufferColors.Dispose(); // Render the deferred G-Buffer RenderGbufferSubPass(context, cullingResults, camera); } // Second subpass, lighting: Render to the emission buffer, read from albedo, specRough, normal and depth. // The last parameter indicates whether the depth buffer can be bound as read-only. // Note that some renderers (notably iOS Metal) won't allow reading from the depth buffer while it's bound as Z-buffer, // so those renderers should write the Z into an additional FP32 render target manually in the pixel shader and read from it instead var lightingColors = new NativeArray <int>(1, Allocator.Temp); lightingColors[0] = emissionIndex; var lightingInputs = new NativeArray <int>(4, Allocator.Temp); lightingInputs[0] = albedoIndex; lightingInputs[1] = specRoughIndex; lightingInputs[2] = normalIndex; lightingInputs[3] = depthIndex; using (context.BeginScopedSubPass(lightingColors, lightingInputs, true)) { lightingColors.Dispose(); lightingInputs.Dispose(); // PushGlobalShadowParams(context); RenderDeferredLightingSubPass(context, cullingResults, camera); } // Third subpass, tonemapping: Render to albedo (which is bound to the camera target), read from emission. // var tonemappingColors = new NativeArray<int>(1, Allocator.Temp); // tonemappingColors[0] = albedoIndex; // var tonemappingInputs = new NativeArray<int>(1, Allocator.Temp); // tonemappingInputs[0] = emissionIndex; // using (context.BeginScopedSubPass(tonemappingColors, tonemappingInputs, true)) // { // tonemappingColors.Dispose(); // tonemappingInputs.Dispose(); // // // present frame buffer. // // FinalPass(context); // } } } }