Esempio n. 1
0
    public void RenderDeferred(ScriptableRenderContext renderContext, Camera camera, VXGI vxgi)
    {
        ScriptableCullingParameters cullingParams;

        if (!CullResults.GetCullingParameters(camera, out cullingParams))
        {
            return;
        }
        CullResults.Cull(ref cullingParams, renderContext, ref _cullResults);

        _command.BeginSample(_command.name);

        _command.GetTemporaryRT(_propDepth, camera.pixelWidth, camera.pixelHeight, 24, FilterMode.Point, RenderTextureFormat.Depth);
        _command.GetTemporaryRT(_propDiffuse, camera.pixelWidth, camera.pixelHeight, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf);
        _command.GetTemporaryRT(_propNormal, camera.pixelWidth, camera.pixelHeight, 0, FilterMode.Point, RenderTextureFormat.ARGBFloat);
        _command.GetTemporaryRT(_propEmission, camera.pixelWidth, camera.pixelHeight, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf);
        _command.GetTemporaryRT(_propOther, camera.pixelWidth, camera.pixelHeight, 0, FilterMode.Point, RenderTextureFormat.ARGBHalf);
        _command.GetTemporaryRT(_propIrradiance,
                                (int)(vxgi.diffuseResolutionScale * camera.pixelWidth),
                                (int)(vxgi.diffuseResolutionScale * camera.pixelHeight),
                                0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf
                                );

        var binding = new RenderTargetBinding(
            new RenderTargetIdentifier[] { _propDiffuse, _propNormal, _propEmission, _propOther },
            new[] { RenderBufferLoadAction.DontCare, RenderBufferLoadAction.DontCare, RenderBufferLoadAction.DontCare, RenderBufferLoadAction.DontCare },
            new[] { RenderBufferStoreAction.DontCare, RenderBufferStoreAction.DontCare, RenderBufferStoreAction.DontCare, RenderBufferStoreAction.DontCare },
            _propDepth, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare
            );

        _command.SetRenderTarget(binding);
        _command.ClearRenderTarget(true, true, Color.clear);
        renderContext.ExecuteCommandBuffer(_command);
        _command.Clear();

        var drawSettings = new DrawRendererSettings(camera, new ShaderPassName("Deferred"));

        drawSettings.flags = _renderPipeline.drawRendererFlags;
        drawSettings.rendererConfiguration |= RendererConfiguration.PerObjectReflectionProbes;
        drawSettings.sorting.flags          = SortFlags.CommonOpaque;

        renderContext.DrawRenderers(_cullResults.visibleRenderers, ref drawSettings, _filterSettings);

        if (vxgi.pass == Pass.ConeTracing)
        {
            renderContext.SetupCameraProperties(camera);
            renderContext.DrawSkybox(camera);
        }

        Matrix4x4 clipToWorld = camera.cameraToWorldMatrix * GL.GetGPUProjectionMatrix(camera.projectionMatrix, false).inverse;

        _command.SetGlobalVector("CameraPosition", camera.transform.position);
        _command.SetGlobalMatrix("ClipToWorld", clipToWorld);
        _command.SetGlobalMatrix("ClipToVoxel", vxgi.worldToVoxel * clipToWorld);
        _command.SetGlobalMatrix("WorldToVoxel", vxgi.worldToVoxel);
        _command.SetGlobalMatrix("VoxelToWorld", vxgi.voxelToWorld);

        _command.EndSample(_command.name);

        renderContext.ExecuteCommandBuffer(_command);

        _command.Clear();

        if (vxgi.pass == Pass.ConeTracing)
        {
            _commandDiffuse.BeginSample(_commandDiffuse.name);
            _commandDiffuse.Blit(_propDiffuse, _propIrradiance, material, (int)Pass.DiffuseConeTracing);
            _commandDiffuse.EndSample(_commandDiffuse.name);

            renderContext.ExecuteCommandBuffer(_commandDiffuse);

            _commandDiffuse.Clear();
        }

        _commandReflection.BeginSample(_commandReflection.name);
        _commandReflection.Blit(_propDiffuse, BuiltinRenderTextureType.CameraTarget, material, (int)vxgi.pass);
        _commandReflection.EndSample(_commandReflection.name);

        renderContext.ExecuteCommandBuffer(_commandReflection);

        _commandReflection.Clear();

        _command.BeginSample(_command.name);

        _command.ReleaseTemporaryRT(_propDepth);
        _command.ReleaseTemporaryRT(_propDiffuse);
        _command.ReleaseTemporaryRT(_propNormal);
        _command.ReleaseTemporaryRT(_propEmission);
        _command.ReleaseTemporaryRT(_propOther);
        _command.ReleaseTemporaryRT(_propIrradiance);

        _command.EndSample(_command.name);

        renderContext.ExecuteCommandBuffer(_command);

        _command.Clear();
    }
Esempio n. 2
0
        public override void Render(ScriptableRenderContext context, Camera[] cameras)
        {
            base.Render(context, cameras);

            foreach (Camera camera in cameras)
            {
                ScriptableCullingParameters cullingParameters;
                if (!CullResults.GetCullingParameters(camera, out cullingParameters))
                {
                    continue;
                }

                cullingParameters.shadowDistance = m_ShadowSettings.maxShadowDistance;
                CullResults cullResults = CullResults.Cull(ref cullingParameters, context);

                VisibleLight[] visibleLights = cullResults.visibleLights;

                LightData lightData;
                InitializeLightData(visibleLights, out lightData);

                // Render Shadow Map
                bool shadowsRendered = false;
                InitializeMainShadowLightIndex(visibleLights);
                if (m_ShadowLightIndex > -1)
                {
                    shadowsRendered = RenderShadows(ref cullResults, ref visibleLights[m_ShadowLightIndex], ref context);
                }

                // Setup camera matrices and RT
                context.SetupCameraProperties(camera);

                // Clear RenderTarget to avoid tile initialization on mobile GPUs
                // https://community.arm.com/graphics/b/blog/posts/mali-performance-2-how-to-correctly-handle-framebuffers
                var cmd = new CommandBuffer()
                {
                    name = "Clear"
                };
                cmd.ClearRenderTarget(true, true, camera.backgroundColor);
                context.ExecuteCommandBuffer(cmd);
                cmd.Dispose();

                // Setup light and shadow shader constants
                SetupLightShaderVariables(visibleLights, ref cullResults, ref context, ref lightData);
                if (shadowsRendered)
                {
                    SetupShadowShaderVariables(ref context, m_ShadowCasterCascadesCount);
                }

                RendererConfiguration configuration = RendererConfiguration.PerObjectReflectionProbes;
                if (m_Asset.EnableLightmap)
                {
                    configuration |= RendererConfiguration.PerObjectLightmaps;
                }

                if (m_Asset.EnableAmbientProbe)
                {
                    configuration |= RendererConfiguration.PerObjectLightProbe;
                }

                if (!lightData.isSingleDirectionalLight)
                {
                    configuration |= RendererConfiguration.ProvideLightIndices;
                }

                // Render Opaques
                var litSettings = new DrawRendererSettings(cullResults, camera, m_LitPassName);
                litSettings.sorting.flags = SortFlags.CommonOpaque;
                litSettings.inputFilter.SetQueuesOpaque();
                litSettings.rendererConfiguration = configuration;

                var unlitSettings = new DrawRendererSettings(cullResults, camera, m_UnlitPassName);
                unlitSettings.sorting.flags = SortFlags.CommonOpaque;
                unlitSettings.inputFilter.SetQueuesOpaque();

                context.DrawRenderers(ref litSettings);

                // Release temporary RT
                var discardRT = new CommandBuffer();
                discardRT.ReleaseTemporaryRT(m_ShadowMapProperty);
                context.ExecuteCommandBuffer(discardRT);
                discardRT.Dispose();

                context.DrawRenderers(ref unlitSettings);

                // TODO: Check skybox shader
                context.DrawSkybox(camera);

                // Render Alpha blended
                litSettings.sorting.flags = SortFlags.CommonTransparent;
                litSettings.inputFilter.SetQueuesTransparent();
                context.DrawRenderers(ref litSettings);

                unlitSettings.sorting.flags = SortFlags.CommonTransparent;
                unlitSettings.inputFilter.SetQueuesTransparent();
                context.DrawRenderers(ref unlitSettings);
            }

            context.Submit();
        }
Esempio n. 3
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;
        }
    }
Esempio n. 4
0
    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();
        }
    }
Esempio n. 5
0
    void Render(ScriptableRenderContext context, Camera camera)
    {
        //获取剔除参数
        ScriptableCullingParameters cullingParameters;

        //使用该方法自动填充剔除参数
        if (!CullResults.GetCullingParameters(camera, out cullingParameters))
        {
            return;
        }
#if UNITY_EDITOR
        //手动将UI添加到scene界面,用于使UI在scene界面显示
        if (camera.cameraType == CameraType.SceneView)
        {
            //这行会在game界面再添加一次UI,导致game界面UI被渲染两次,故外部嵌套条件
            ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
        }
#endif

        //使用剔除参数进行剔除,获取剔除结果
        CullResults.Cull(ref cullingParameters, context, ref cull); //使用存起来的cull引用减少gc开销
        //CullResults cull = CullResults.Cull(ref cullingParameters, context); 这一行由于每帧要生成一个新的struct,生成了大量新gc

        //设置摄像机参数,包括vp矩阵
        context.SetupCameraProperties(camera);

        //CameraClearFlags由一系列表示各种状态的二进制位组成

        /*CameraClearFlags clearFlags = camera.clearFlags;
         * cameraBuffer.ClearRenderTarget(
         *  (clearFlags & CameraClearFlags.Depth) != 0,//判断某一位是不是1
         *  (clearFlags & CameraClearFlags.Color) != 0,
         *  camera.backgroundColor
         * );*/


        ConfigureLights();

        //设置帧调试器采样
        cameraBuffer.BeginSample("Render Camera");
        cameraBuffer.SetGlobalVectorArray(
            visibleLightColorsId, visibleLightColors
            );
        cameraBuffer.SetGlobalVectorArray(
            visibleLightDirectionsId, visibleLightDirections
            );
        cameraBuffer.ClearRenderTarget(true, false, Color.clear);


        //绘制设置
        var drawSettings = new DrawRendererSettings(
            camera, new ShaderPassName("SRPDefaultUnlit") //传入Unity默认Unlit shader的名字
            );
        //绘制不透明物体前设置物体的渲染次序,按zbuffer从近到远的次序渲染
        drawSettings.sorting.flags = SortFlags.CommonOpaque;

        //由于透明层不会绘制zbuffer,故若绘制次序在skybox之前一定会被skybox遮挡
        //过滤器设置,默认为空过滤所有东西,true表示不过滤任何东西全部显示
        var filterSettings = new FilterRenderersSettings(true)
        {
            renderQueueRange = RenderQueueRange.opaque//在绘制天空盒之前先设置只渲染opaque层以及之前(0-2500)
        };

        //绘制一次(在天空盒前先绘制opaque层及之前)
        context.DrawRenderers(
            cull.visibleRenderers, ref drawSettings, filterSettings
            );

        //画天空盒
        context.DrawSkybox(camera);

        //绘制透明物体前再次设置物体的渲染次序,因为透明物体需要blend,渲染次序和不透明物体反向,按zbuffer从远到近的次序渲染
        drawSettings.sorting.flags = SortFlags.CommonTransparent;
        //再将filter设置为transparent(2501-5000)用于绘制透明层
        filterSettings.renderQueueRange = RenderQueueRange.transparent;
        //第二次绘制,绘制透明层次
        context.DrawRenderers(
            cull.visibleRenderers, ref drawSettings, filterSettings
            );

        DrawDefaultPipeline(context, camera);

        //帧调试器采样
        cameraBuffer.EndSample("Render Camera");
        //执行命令缓冲区中的命令
        context.ExecuteCommandBuffer(cameraBuffer);
        //释放命令缓冲区
        cameraBuffer.Clear();

        //之前只是把命令缓存了,submit函数执行缓存的命令
        context.Submit();
    }
    // Main entry point for our scriptable render loop
    public static void Render(ScriptableRenderContext context, IEnumerable <Camera> cameras)
    {
        bool stereoEnabled = XRSettings.isDeviceActive;

        foreach (Camera 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);
            }

            // clear depth buffer
            CommandBuffer cmd = new CommandBuffer();
            cmd.ClearRenderTarget(true, false, Color.black);
            context.ExecuteCommandBuffer(cmd);
            cmd.Release();

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

            // 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);

            //*************************************************************
            // Block
            RenderStateBlock rsb = new RenderStateBlock(RenderStateMask.Depth | RenderStateMask.Blend | RenderStateMask.Raster | RenderStateMask.Stencil);

            DepthState ds = rsb.depthState;//
            ds.writeEnabled    = true;
            ds.compareFunction = CompareFunction.LessEqual;
            rsb.depthState     = ds;                     //

            BlendState             bs  = rsb.blendState; //
            RenderTargetBlendState rs0 = bs.blendState0; //
            bs.alphaToMask                = false;
            rs0.sourceColorBlendMode      = BlendMode.SrcAlpha;
            rs0.destinationColorBlendMode = BlendMode.One;
            rs0.colorBlendOperation       = BlendOp.Add;
            rs0.sourceAlphaBlendMode      = BlendMode.Zero;
            rs0.destinationAlphaBlendMode = BlendMode.One;
            rs0.alphaBlendOperation       = BlendOp.Add;
            rs0.writeMask  = ColorWriteMask.All;
            bs.blendState0 = rs0;             //
            rsb.blendState = bs;              //

            RasterState rs = rsb.rasterState; //
            rs.cullingMode  = CullMode.Off;
            rs.depthClip    = false;
            rs.offsetFactor = 0;
            rs.offsetUnits  = 0;
            rsb.rasterState = rs;//


            StencilState ss = rsb.stencilState;//
            rsb.stencilReference    = 0;
            ss.compareFunction      = CompareFunction.Disabled;
            ss.compareFunctionBack  = CompareFunction.Disabled;
            ss.compareFunctionFront = CompareFunction.Disabled;
            ss.failOperation        = StencilOp.Keep;
            ss.failOperationBack    = StencilOp.Keep;
            ss.failOperationFront   = StencilOp.Keep;
            ss.passOperation        = StencilOp.Keep;
            ss.passOperationBack    = StencilOp.Keep;
            ss.passOperationFront   = StencilOp.Keep;
            ss.zFailOperation       = StencilOp.Keep;
            ss.zFailOperationBack   = StencilOp.Keep;
            ss.zFailOperationFront  = StencilOp.Keep;
            ss.readMask             = 255;
            ss.writeMask            = 255;
            ss.enabled       = true;
            rsb.stencilState = ss;//

            //**************************************************************
            //mapping

            RenderStateBlock rsb_opaque = new RenderStateBlock(RenderStateMask.Raster | RenderStateMask.Stencil);
            rsb_opaque.rasterState      = rsb.rasterState;
            rsb_opaque.stencilState     = rsb.stencilState;
            rsb_opaque.stencilReference = rsb.stencilReference;

            RenderStateBlock rsb_trans = new RenderStateBlock(RenderStateMask.Blend);
            rsb_trans.blendState = rsb.blendState;

            RenderStateBlock rsb_over = new RenderStateBlock(RenderStateMask.Raster | RenderStateMask.Depth | RenderStateMask.Stencil);
            rsb_over.depthState       = rsb.depthState;
            rsb_over.rasterState      = rsb.rasterState;
            rsb_over.stencilState     = rsb.stencilState;
            rsb_over.stencilReference = rsb.stencilReference;

            List <RenderStateMapping> rsm = new List <RenderStateMapping>
            {
                new RenderStateMapping("Opaque", rsb_opaque),
                new RenderStateMapping("Transparent", rsb_trans),
                new RenderStateMapping("Overlay", rsb_over)
            };

            //**************************************************************

            // Draw opaque objects using BasicPass shader pass
            filterSettings.layerMask        = LayerMask.GetMask("Default");
            drawSettings.sorting.flags      = SortFlags.CommonOpaque;
            filterSettings.renderQueueRange = RenderQueueRange.opaque;
            context.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);

            // WITH RENDERSTATEBLOCK OPAQUE
            filterSettings.layerMask        = LayerMask.GetMask("TransparentFX");
            drawSettings.sorting.flags      = SortFlags.CommonOpaque;
            filterSettings.renderQueueRange = RenderQueueRange.opaque;
            context.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings, rsb);

            // WITH RENDERSTATEMAPPING OPAQUE
            filterSettings.layerMask        = LayerMask.GetMask("Ignore Raycast");
            drawSettings.sorting.flags      = SortFlags.CommonOpaque;
            filterSettings.renderQueueRange = RenderQueueRange.opaque;
            context.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings, rsm);

            //**************************************************************

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

            // WITH RENDERSTATEBLOCK TRANSPARENT
            filterSettings.layerMask        = LayerMask.GetMask("TransparentFX");
            drawSettings.sorting.flags      = SortFlags.CommonTransparent;
            filterSettings.renderQueueRange = RenderQueueRange.transparent;
            context.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings, rsb);

            // WITH RENDERSTATEMAPPING TRANSPARENT
            filterSettings.layerMask        = LayerMask.GetMask("Ignore Raycast");
            drawSettings.sorting.flags      = SortFlags.CommonTransparent;
            filterSettings.renderQueueRange = RenderQueueRange.transparent;
            context.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings, rsm);

            //**************************************************************

            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();
        }
    }
Esempio n. 7
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        public override void Render(ScriptableRenderContext context, Camera[] cameras)
        {
            base.Render(context, cameras);

            foreach (Camera camera in cameras)
            {
                ScriptableCullingParameters cullingParameters;
                if (!CullResults.GetCullingParameters(camera, out cullingParameters))
                {
                    continue;
                }

                cullingParameters.shadowDistance = Mathf.Min(m_ShadowSettings.maxShadowDistance, camera.farClipPlane);
                CullResults.Cull(ref cullingParameters, context, ref m_CullResults);

                VisibleLight[] visibleLights = m_CullResults.visibleLights.ToArray();

                LightData lightData;
                InitializeLightData(visibleLights, out lightData);

                // Render Shadow Map
                if (lightData.shadowLightIndex > -1)
                {
                    lightData.shadowsRendered = RenderShadows(ref m_CullResults, ref visibleLights[lightData.shadowLightIndex], lightData.shadowLightIndex, ref context);
                }

                // Setup camera matrices and RT
                context.SetupCameraProperties(camera);

                // Setup light and shadow shader constants
                SetupShaderLightConstants(visibleLights, ref lightData, ref m_CullResults, ref context);
                if (lightData.shadowsRendered)
                {
                    SetupShadowShaderConstants(ref context, ref visibleLights[lightData.shadowLightIndex], lightData.shadowLightIndex, m_ShadowCasterCascadesCount);
                }
                SetShaderKeywords(ref lightData, ref context);

                RendererConfiguration configuration = RendererConfiguration.PerObjectReflectionProbes;
                if (m_Asset.EnableLightmap)
                {
                    configuration |= RendererConfiguration.PerObjectLightmaps;
                }

                if (m_Asset.EnableAmbientProbe)
                {
                    configuration |= RendererConfiguration.PerObjectLightProbe;
                }

                if (!lightData.isSingleDirectionalLight)
                {
                    configuration |= RendererConfiguration.PerObjectLightIndices8;
                }

                BeginForwardRendering(camera, ref context);

                // Render Opaques
                var litSettings = new DrawRendererSettings(m_CullResults, camera, m_LitPassName);
                litSettings.sorting.flags = SortFlags.CommonOpaque;
                litSettings.inputFilter.SetQueuesOpaque();
                litSettings.rendererConfiguration = configuration;

                var unlitSettings = new DrawRendererSettings(m_CullResults, camera, m_UnlitPassName);
                unlitSettings.sorting.flags = SortFlags.CommonTransparent;
                unlitSettings.inputFilter.SetQueuesTransparent();

                context.DrawRenderers(ref litSettings);

                // Release temporary RT
                var discardRT = CommandBufferPool.Get();
                discardRT.ReleaseTemporaryRT(m_ShadowMapProperty);
                discardRT.ReleaseTemporaryRT(m_CameraRTProperty);
                context.ExecuteCommandBuffer(discardRT);
                CommandBufferPool.Release(discardRT);

                // TODO: Check skybox shader
                context.DrawSkybox(camera);

                // Render Alpha blended
                litSettings.sorting.flags = SortFlags.CommonTransparent;
                litSettings.inputFilter.SetQueuesTransparent();
                context.DrawRenderers(ref litSettings);
                context.DrawRenderers(ref unlitSettings);

                EndForwardRendering(camera, ref context);
            }

            context.Submit();
        }
Esempio n. 8
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        public override void Render(ScriptableRenderContext context, Camera[] cameras)
        {
            if (m_IsCameraRendering)
            {
                Debug.LogWarning("Nested camera rendering is forbidden. If you are calling camera.Render inside OnWillRenderObject callback, use BeginCameraRender callback instead.");
                return;
            }

            base.Render(context, cameras);
            BeginFrameRendering(cameras);

            GraphicsSettings.lightsUseLinearIntensity = true;
            SetupPerFrameShaderConstants();

            // Sort cameras array by camera depth
            Array.Sort(cameras, m_CameraComparer);

            foreach (Camera camera in cameras)
            {
                BeginCameraRendering(camera);
                string        renderCameraTag = "Render " + camera.name;
                CommandBuffer cmd             = CommandBufferPool.Get(renderCameraTag);
                using (new ProfilingSample(cmd, renderCameraTag))
                {
                    CameraData cameraData;
                    InitializeCameraData(camera, out cameraData);
                    SetupPerCameraShaderConstants(cameraData);

                    ScriptableCullingParameters cullingParameters;
                    if (!CullResults.GetCullingParameters(camera, cameraData.isStereoEnabled, out cullingParameters))
                    {
                        CommandBufferPool.Release(cmd);
                        continue;
                    }

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

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

#if UNITY_EDITOR
                    try
#endif
                    {
                        m_IsCameraRendering = true;
#if UNITY_EDITOR
                        // Emit scene view UI
                        if (cameraData.isSceneViewCamera)
                        {
                            ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
                        }
#endif
                        CullResults.Cull(ref cullingParameters, context, ref m_CullResults);
                        List <VisibleLight> visibleLights = m_CullResults.visibleLights;

                        RenderingData renderingData;
                        InitializeRenderingData(ref cameraData, visibleLights,
                                                m_Renderer.maxSupportedLocalLightsPerPass, m_Renderer.maxSupportedVertexLights,
                                                out renderingData);
                        m_Renderer.Setup(ref context, ref m_CullResults, ref renderingData);
                        m_Renderer.Execute(ref context, ref m_CullResults, ref renderingData);
                    }
#if UNITY_EDITOR
                    catch (Exception)
                    {
                        CommandBufferPool.Release(cmd);
                        throw;
                    }
                    finally
#endif
                    {
                        m_IsCameraRendering = false;
                    }
                }
                context.ExecuteCommandBuffer(cmd);
                CommandBufferPool.Release(cmd);
                context.Submit();
            }
        }
Esempio n. 9
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    void Render(ScriptableRenderContext context, Camera camera)
    {
        //取得culling 物件資訊
        ScriptableCullingParameters cullingParameters;

        context.SetupCameraProperties(camera);
        if (!CullResults.GetCullingParameters(camera, out cullingParameters))
        {
            return;
        }
        //在Cull前 Draw UI
#if UNITY_EDITOR
        if (camera.cameraType == CameraType.SceneView)
        {
            ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
        }
#endif
        CullResults.Cull(ref cullingParameters, context, ref cull);

        //Clear Buffer
        var cameraBuff = new CommandBuffer {
            name = "Render Camera"
        };
        CameraClearFlags clearFlags = camera.clearFlags;
        cameraBuff.ClearRenderTarget(
            (clearFlags & CameraClearFlags.Depth) != 0,
            (clearFlags & CameraClearFlags.Color) != 0,
            camera.backgroundColor
            );
        ConfigureLights();
        cameraBuff.BeginSample("Render Camera");
        //傳遞光線參數到Shaders
        cameraBuff.SetGlobalVectorArray(
            visibleLightColorsId, visibleLightColors
            );
        cameraBuff.SetGlobalVectorArray(
            visibleLightDirectionsOrPositionsId, visibleLightDirectionsOrPositions
            );
        cameraBuff.SetGlobalVectorArray(
            visibleLightAttenuationsId, visibleLightAttenuations
            );
        cameraBuff.SetGlobalVectorArray(
            visibleLightSpotDirectionsId, visibleLightSpotDirections
            );
        context.ExecuteCommandBuffer(cameraBuff);
        cameraBuff.Clear();
        //設置drawSettings
        var drawSettings = new DrawRendererSettings(
            camera, new ShaderPassName("SRPDefaultUnlit")
            );
        drawSettings.sorting.flags = SortFlags.CommonOpaque;
        drawSettings.flags         = drawFlags; //套上 DynamicBatching 設定
        //Draw opaque(非透明)
        var filterSettings = new FilterRenderersSettings(true)
        {
            renderQueueRange = RenderQueueRange.opaque
        };
        context.DrawRenderers(
            cull.visibleRenderers, ref drawSettings, filterSettings
            );

        //Draw SkyBox
        context.DrawSkybox(camera);

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

        DrawDefaultPipeline(context, camera);

        cameraBuff.EndSample("Render Camera");
        context.ExecuteCommandBuffer(cameraBuff);
        cameraBuff.Release();

        context.Submit();
    }
    private void Render(ScriptableRenderContext renderContext, Camera camera)
    {
        ScriptableCullingParameters cullingParameters;

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


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

        CullResults.Cull(ref cullingParameters, renderContext, ref _cullResult);
        renderContext.SetupCameraProperties(camera);

        /*
         #region Orignal Version
         * // GC优化
         * var buffer = new CommandBuffer {
         *  name = "Render Camera"
         * };
         *
         * ClearRenderTarget(buffer);
         * ClearRenderTargetPerCamera(buffer, camera);
         * // this doesn't immediately execute the commands,
         * // but copies them to the internal buffer of the context.
         * renderContext.ExecuteCommandBuffer(buffer);
         * buffer.Release();
         #endregion
         */

        #region Optimize Version
        _cameraBuffer.BeginSample("Render Camera");
        _cameraBuffer.SetGlobalVectorArray(_visibleLightColorsId, _visibleLightColors);
        _cameraBuffer.SetGlobalVectorArray(_visibleLightDirectionId, _visibleLightColors);
        CameraClearFlags clearFlag = camera.clearFlags;
        _cameraBuffer.ClearRenderTarget(
            (clearFlag & CameraClearFlags.Depth) != 0,
            (clearFlag & CameraClearFlags.Color) != 0,
            camera.backgroundColor);

        ConfigureLights();

        // this doesn't immediately execute the commands,
        // but copies them to the internal buffer of the context.
        renderContext.ExecuteCommandBuffer(_cameraBuffer);
        _cameraBuffer.Clear();
        #endregion

        #region Draw Opaque Queue
        var drawRendererSettings = new DrawRendererSettings(
            camera, new ShaderPassName("SRPDefaultUnlit"));
        drawRendererSettings.flags = _drawFlags;
        // front to back, (over draw)
        drawRendererSettings.sorting.flags = SortFlags.CommonOpaque;
        var filterRendererSettings = new FilterRenderersSettings(true)
        {
            renderQueueRange = RenderQueueRange.opaque
        };
        renderContext.DrawRenderers(_cullResult.visibleRenderers,
                                    ref drawRendererSettings,
                                    filterRendererSettings);
        #endregion

        #region Draw Background
        renderContext.DrawSkybox(camera);
        #endregion

        #region Draw Transparent Queue
        //  draw from back to front
        drawRendererSettings.sorting.flags      = SortFlags.CommonTransparent;
        filterRendererSettings.renderQueueRange = RenderQueueRange.transparent;
        renderContext.DrawRenderers(_cullResult.visibleRenderers,
                                    ref drawRendererSettings,
                                    filterRendererSettings);
        #endregion

        DrawDefaultPipeline(renderContext, camera);


        _cameraBuffer.EndSample("Render Camera");
        renderContext.ExecuteCommandBuffer(_cameraBuffer);
        _cameraBuffer.Clear();

        renderContext.Submit();
    }
Esempio n. 11
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    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
        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);
            }
        }
        else
        {
            cameraBuffer.SetGlobalVector(
                lightIndicesOffsetAndCountID, Vector4.zero
                );
            cameraBuffer.DisableShaderKeyword(cascadedShadowsHardKeyword);
            cameraBuffer.DisableShaderKeyword(cascadedShadowsSoftKeyword);
            cameraBuffer.DisableShaderKeyword(shadowsHardKeyword);
            cameraBuffer.DisableShaderKeyword(shadowsSoftKeyword);
        }

        context.SetupCameraProperties(camera);

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

        if (activeStack)
        {
            cameraBuffer.GetTemporaryRT(
                cameraColorTextureId, camera.pixelWidth, camera.pixelHeight, 0,
                FilterMode.Bilinear
                );
            cameraBuffer.GetTemporaryRT(
                cameraDepthTextureId, camera.pixelWidth, camera.pixelHeight, 24,
                FilterMode.Point, RenderTextureFormat.Depth
                );
            cameraBuffer.SetRenderTarget(
                cameraColorTextureId,
                RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
                cameraDepthTextureId,
                RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store
                );
        }

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

        cameraBuffer.BeginSample("Render Camera");
        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
        };
        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)
        {
            activeStack.RenderAfterOpaque(
                postProcessingBuffer, cameraColorTextureId, cameraDepthTextureId,
                camera.pixelWidth, camera.pixelHeight
                );
            context.ExecuteCommandBuffer(postProcessingBuffer);
            postProcessingBuffer.Clear();
            cameraBuffer.SetRenderTarget(
                cameraColorTextureId,
                RenderBufferLoadAction.Load, RenderBufferStoreAction.Store,
                cameraDepthTextureId,
                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 (activeStack)
        {
            activeStack.RenderAfterTransparent(
                postProcessingBuffer, cameraColorTextureId, cameraDepthTextureId,
                camera.pixelWidth, camera.pixelHeight
                );
            context.ExecuteCommandBuffer(postProcessingBuffer);
            postProcessingBuffer.Clear();
            cameraBuffer.ReleaseTemporaryRT(cameraColorTextureId);
            cameraBuffer.ReleaseTemporaryRT(cameraDepthTextureId);
        }

        cameraBuffer.EndSample("Render Camera");
        context.ExecuteCommandBuffer(cameraBuffer);
        cameraBuffer.Clear();

        context.Submit();

        if (shadowMap)
        {
            RenderTexture.ReleaseTemporary(shadowMap);
            shadowMap = null;
        }
        if (cascadedShadowMap)
        {
            RenderTexture.ReleaseTemporary(cascadedShadowMap);
            cascadedShadowMap = null;
        }
    }
Esempio n. 12
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        public override void Render(ScriptableRenderContext context, Camera[] cameras)
        {
            base.Render(context, cameras);

            foreach (var camera in cameras)
            {
                if (!CullResults.Cull(camera, context, out m_CullResults))
                {
                    continue;
                }

                context.SetupCameraProperties(camera);

                {
                    var cmd = CommandBufferPool.Get("Clear");
                    cmd.ClearRenderTarget(true, true, Color.black);
                    context.ExecuteCommandBuffer(cmd);
                    CommandBufferPool.Release(cmd);
                }

                {
                    var cmd = CommandBufferPool.Get("Set-up Light Buffer");

                    var lightCount = m_CullResults.visibleLights.Count;
                    // We need to build up the data we want to put into the ComputeBuffer, as we cannot write directly
                    // to it. We use a native array for this, as the allocation will be extremely cheap when using the
                    // temp allocator.
                    // Each light uses 2 x float4 values in the shader, so we allocate 2 x Vector4 per light. You could
                    // also create a C# struct that mirrors the HLSL struct, but be careful wrt. packing rules.
                    var lightArray = new NativeArray <Vector4>(lightCount * 2, Allocator.Temp);

                    // Loop over all the lights and fill up the light buffer.
                    for (var i = 0; i < lightCount; i++)
                    {
                        var light = m_CullResults.visibleLights[i];

                        // Let's decide what to put in the first float4. Depending on whether it's a point light or a
                        // directional light, we store position or direction in here, respectively.
                        // Note that you can choose your own format if you want to. Just make sure it maches on both the
                        // shader side and the C# side.
                        Vector4 lightData;
                        if (light.lightType == LightType.Directional)
                        {
                            // If it's a directional light we store direction in the xyz components, and a negative
                            // value in the w component. This allows us to identify whether it is a directional light.
                            lightData   = light.localToWorld.MultiplyVector(Vector3.back);
                            lightData.w = -1;
                        }
                        else if (light.lightType == LightType.Point)
                        {
                            // If it's a point light we store position in the xyz components, and range in the w
                            // component.
                            lightData   = light.localToWorld.GetColumn(3);
                            lightData.w = light.range;
                        }
                        else
                        {
                            // If it's not a point light or a directional light, we ignore the light.
                            continue;
                        }

                        // Finally we put the values into the light buffer.
                        lightArray[i * 2]     = lightData;
                        lightArray[i * 2 + 1] = light.finalColor;
                    }

                    // Now that our native array with light data is all filled up, we put it into the light buffer.
                    m_LightBuffer.SetData(lightArray);
                    // We can now now safely dispose of the light array. This is important as we would otherwise leak
                    // memory.
                    lightArray.Dispose();

                    // Finally, make it available for use in shaders.
                    cmd.SetGlobalBuffer("_LightBuffer", m_LightBuffer);
                    cmd.SetGlobalInt("_LightCount", lightCount);

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

                var drawSettings   = new DrawRendererSettings(camera, new ShaderPassName("Forward"));
                var filterSettings = new FilterRenderersSettings(true);

                drawSettings.sorting.flags      = SortFlags.CommonOpaque;
                filterSettings.renderQueueRange = RenderQueueRange.opaque;
                context.DrawRenderers(m_CullResults.visibleRenderers, ref drawSettings, filterSettings);

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

                context.Submit();
            }
        }
Esempio n. 13
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    public void Render(ScriptableRenderContext ctx, Camera camera)
    {
        //
        // CULLING
        //

        ScriptableCullingParameters cullingParameters;

        if (!CullResults.GetCullingParameters(camera, out cullingParameters)) // fill culling params from our camera
        {
            return;                                                           // can fail, we wont be able to cull in that case, so, return.
        }
        // Add world-space UI elements to the scene view, only in editor mode.
        // Needs to be done before culling.
#if UNITY_EDITOR
        if (camera.cameraType == CameraType.SceneView)
        {
            ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
        }
#endif

        // Actually cull, using the predefined method. "cull" contains info about what is visible.
        CullResults.Cull(ref cullingParameters, ctx, ref cull);

        //
        // SETUP camera
        //
        ctx.SetupCameraProperties(camera); // pass camera matrices to shaders

        //
        // CLEAR
        //
        //cameraBuffer.BeginSample("");
        CameraClearFlags cf = camera.clearFlags;
        cameraBuffer.ClearRenderTarget(
            (cf & CameraClearFlags.Depth) != 0, // use the camera flags DEPTH
            (cf & CameraClearFlags.Color) != 0, // use the camera flags COLOR
            Color.clear);

        if (cull.visibleLights.Count > 0)
        {
            ConfigureLights();
        }
        else
        {
            cameraBuffer.SetGlobalVector(lightIndicesOffsetAndCountId, Vector4.zero);
        }

        // send the light buffer(s) to the GPU
        cameraBuffer.SetGlobalVectorArray(visibleLightColorsId, visibleLightColors);
        cameraBuffer.SetGlobalVectorArray(visibleLightDirectionsOrPositionsId, visibleLightDirectionsOrPositions);
        cameraBuffer.SetGlobalVectorArray(visibleLightAttenuationsId, visibleLightAttenuations);
        cameraBuffer.SetGlobalVectorArray(visibleLightSpotDirectionsId, visibleLightSpotDirections);

        //cameraBuffer.EndSample("Render Camera");
        ctx.ExecuteCommandBuffer(cameraBuffer); // pushes this buffer commands to the context internal buffer
        cameraBuffer.Clear();                   // Release(); // Clear instead of Release since we reuse the variable.

        //
        // DRAW opaque RENDERERS
        //

        var drawSettings = new DrawRendererSettings(
            camera,                               // used for sorting and layers
            new ShaderPassName("SRPDefaultUnlit") // used, obviously, as the shader to use to draw.
            )
        {
            flags = drawFlags,                                                                 // enable [optional] batching of small objects, and instancing.
        };
        if (cull.visibleLights.Count > 0)                                                      // or else Unity crashes...
        {
            drawSettings.rendererConfiguration = RendererConfiguration.PerObjectLightIndices8; // Forward+, 8 light indices per object
        }
        drawSettings.sorting.flags = SortFlags.CommonOpaque;                                   // front-to-back sort for opaque objects
        var filterSettings = new FilterRenderersSettings(true)                                 // true = include everything
        {
            renderQueueRange = RenderQueueRange.opaque                                         // range 0-2500
        };
        ctx.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);

        //
        //
        //
        ctx.DrawSkybox(camera); // pre-defined function, does not need a command buffer.

        //
        // DRAW transparent RENDERERS (after the skybox)
        //
        drawSettings.sorting.flags      = SortFlags.CommonTransparent;  // back-to-front sort for transparent objects
        filterSettings.renderQueueRange = RenderQueueRange.transparent; // range 2501-5000
        ctx.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);

        // Draw non-supported materials with the Unity Error Shader
        DrawDefaultPipeline(ctx, camera);

        // reuse the cameraBuffer just to push the EndSample command
        //cameraBuffer.EndSample("Render Camera");
        //cameraBuffer.EndSample("");
        //ctx.ExecuteCommandBuffer(cameraBuffer); // pushes this buffer commands to the context internal buffer
        //cameraBuffer.Clear(); // Release(); // Clear instead of Release since we reuse the variable.

        ctx.Submit(); // commands are buffered in the context. flush.
    }
Esempio n. 14
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    void Render(ScriptableRenderContext context, Camera camera)
    {
        //Culling
        ScriptableCullingParameters cullingParameters;

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

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

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

        //shadows
        if (cull.visibleLights.Count > 0)
        {
            ConfigureLights();
            if (shadowTileCount > 0)
            {
                RenderShadows(context);
            }
            else
            {  //no shadows
                cameraBuffer.DisableShaderKeyword(shadowsHardKeyword);
                cameraBuffer.DisableShaderKeyword(shadowsSoftKeyword);
            }
        }
        else  //no lights
        {
            cameraBuffer.SetGlobalVector(lightIndicesOffsetAndCountID, Vector4.zero);
            cameraBuffer.DisableShaderKeyword(shadowsHardKeyword);
            cameraBuffer.DisableShaderKeyword(shadowsSoftKeyword);
        }

        //Setup Camera parameters
        context.SetupCameraProperties(camera);  //set MVP matrix, etc.

        //Setup Command Buffer and Execute
        CameraClearFlags clearFlags = camera.clearFlags;

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


        cameraBuffer.BeginSample("Render Camera");  //start a sub-level

        //transfer light properties to buffers in shader
        cameraBuffer.SetGlobalVectorArray(
            visibleLightColorsId, visibleLightColors
            );
        cameraBuffer.SetGlobalVectorArray(
            visibleLightDirectionsOrPositionsId, visibleLightDirectionsOrPositions
            );
        cameraBuffer.SetGlobalVectorArray(
            visibleLightAttenuationsId, visibleLightAttenuations
            );
        cameraBuffer.SetGlobalVectorArray(
            visibleLightSpotDirectionsId, visibleLightSpotDirections
            );

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

        //Draw Opaque, Unlit Shader
        var drawSettings = new DrawRendererSettings(
            camera, new ShaderPassName("SRPDefaultUnlit"))
        {
            flags = drawFlags,
        };

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

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

        //Conditions for default pipelines
        DrawDefaultPipeline(context, camera);

        cameraBuffer.EndSample("Render Camera");   //end the sub-level
        context.ExecuteCommandBuffer(cameraBuffer);
        cameraBuffer.Clear();

        context.Submit();

        if (shadowMap)
        {
            RenderTexture.ReleaseTemporary(shadowMap);
            shadowMap = null;
        }
    }//end Render
Esempio n. 15
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    public override void Render(ScriptableRenderContext renderContext, Camera[] cameras)
    {
        base.Render(renderContext, cameras);
        ScriptableCullingParameters cullingParams;
        CullResults cull = new CullResults();


        foreach (var item in cameras)
        {
            renderContext.SetupCameraProperties(item);

            // Culling
            if (!CullResults.GetCullingParameters(item, out cullingParams))
            {
                continue;
            }


            // use cull parameters to cull unvisible object, return what is visible
            CullResults.Cull(ref cullingParams, renderContext, ref cull);


            CameraClearFlags clearFlags = item.clearFlags;
            //clear z stencil
            commandBuffer.ClearRenderTarget(
                (clearFlags & CameraClearFlags.Depth) != 0,
                (clearFlags & CameraClearFlags.Color) != 0,
                clearColor
                );

            renderContext.ExecuteCommandBuffer(commandBuffer);

            commandBuffer.Dispose();

            //use default pass name,which is include in build-in shader
            var settings = new DrawRendererSettings(
                item, new ShaderPassName("BaseShader")
                );

            // Draw opaque objects using BasicPass shader pass
            // var settings = new DrawRendererSettings(item, new ShaderPassName("BasicPass"));
            //sort flag definition a sort regulation of render order
            settings.sorting.flags = SortFlags.CommonOpaque;

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

            //Why FilterRenderersSettings and not FilterRendererSettings?
            renderContext.DrawRenderers(cull.visibleRenderers, ref settings, filterSettings);

            renderContext.DrawSkybox(item);

            //after opaque objects are drawed, command line start darw transparent objects
            //the render order of visible objets is sorted by unity render command.
            //On the surface, it seems that the order is sorted by distance between camera and objects,
            //Is a black box,check the sort model in the source code
            filterSettings = new FilterRenderersSettings(true)
            {
                renderQueueRange = RenderQueueRange.transparent
            };
            //filterSettings.renderQueueRange = RenderQueueRange.transparent;

            settings.sorting.flags = SortFlags.CommonTransparent;

            //Why FilterRenderersSettings and not FilterRendererSettings?
            renderContext.DrawRenderers(cull.visibleRenderers, ref settings, filterSettings);


            renderContext.Submit();
        }
    }
Esempio n. 16
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        public override void Render(ScriptableRenderContext context, Camera[] cameras)
        {
            var prevPipe = Shader.globalRenderPipeline;

            Shader.globalRenderPipeline = "LowEndMobilePipeline";
            base.Render(context, cameras);

            foreach (Camera camera in cameras)
            {
                CullingParameters cullingParameters;
                if (!CullResults.GetCullingParameters(camera, out cullingParameters))
                {
                    continue;
                }

                cullingParameters.shadowDistance = m_ShadowSettings.maxShadowDistance;
                CullResults cull = CullResults.Cull(ref cullingParameters, context);

                VisibleLight[] visibleLights = cull.visibleLights;

                int pixelLightsCount, vertexLightsCount;
                GetMaxSupportedLights(visibleLights.Length, out pixelLightsCount, out vertexLightsCount);

                SortLights(ref visibleLights, pixelLightsCount);

                // TODO: Add remaining lights to SH

                // Render Shadow Map
                bool shadowsRendered = false;
                if (m_ShadowLightIndex > -1)
                {
                    shadowsRendered = RenderShadows(cull, visibleLights[m_ShadowLightIndex], context);
                }

                // Setup camera matrices and RT
                context.SetupCameraProperties(camera);

                // Clear RenderTarget to avoid tile initialization on mobile GPUs
                // https://community.arm.com/graphics/b/blog/posts/mali-performance-2-how-to-correctly-handle-framebuffers
                var cmd = new CommandBuffer()
                {
                    name = "Clear"
                };
                cmd.ClearRenderTarget(true, true, camera.backgroundColor);
                context.ExecuteCommandBuffer(cmd);
                cmd.Dispose();

                // Setup light and shadow shader constants
                SetupLightShaderVariables(visibleLights, pixelLightsCount, vertexLightsCount, context);
                if (shadowsRendered)
                {
                    SetupShadowShaderVariables(context, m_ShadowCasterCascadesCount);
                }

                // Render Opaques
                var settings = new DrawRendererSettings(cull, camera, m_ForwardBasePassName);
                settings.sorting.flags = SortFlags.CommonOpaque;
                settings.inputFilter.SetQueuesOpaque();

                settings.rendererConfiguration = RendererConfiguration.PerObjectReflectionProbes;
                if (m_Asset.EnableLightmap)
                {
                    settings.rendererConfiguration |= RendererConfiguration.PerObjectLightmaps;
                }

                if (m_Asset.EnableAmbientProbe)
                {
                    settings.rendererConfiguration |= RendererConfiguration.PerObjectLightProbe;
                }

                context.DrawRenderers(ref settings);

                // Release temporary RT
                var discardRT = new CommandBuffer();
                discardRT.ReleaseTemporaryRT(m_ShadowMapProperty);
                context.ExecuteCommandBuffer(discardRT);
                discardRT.Dispose();

                // TODO: Check skybox shader
                context.DrawSkybox(camera);

                // Render Alpha blended
                settings.sorting.flags = SortFlags.CommonTransparent;
                settings.inputFilter.SetQueuesTransparent();
                context.DrawRenderers(ref settings);
            }

            context.Submit();
            Shader.globalRenderPipeline = prevPipe;
        }
Esempio n. 17
0
    private static readonly ShaderPassName m_UnlitPassName = new ShaderPassName("SRPDefaultUnlit"); //For default shaders

    public static void Render(ScriptableRenderContext context, Camera[] cameras)
    {
        RenderPipeline.BeginFrameRendering(cameras);

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

            // Culling
            ScriptableCullingParameters cullingParams;

            if (!CullResults.GetCullingParameters(camera, out cullingParams))
            {
                continue;
            }
            CullResults cull = new CullResults();
            CullResults.Cull(ref cullingParams, context, ref cull);

            //==============================================
            if (camera.name == "MainCamera" || camera.name == "AllCam" || camera.name == "NoneCam")
            {
                string tx = "";
                tx += "Culling Result of : " + camera.name + " \n";
                tx += "\n";
                //-------------------------------
                VisibleLight[] ls = cull.visibleLights.ToArray();
                tx += "Lights : Visible : " + ls.Length + "\n";

                if (lights != null)
                {
                    for (int i = 0; i < lights.Length; i++)
                    {
                        int existed = 0;
                        for (int j = 0; j < ls.Length; j++)
                        {
                            if (lights[i] == ls[j].light)
                            {
                                existed++;
                            }
                        }
                        if (existed > 0)
                        {
                            tx += lights[i].gameObject.name + " : <color=#0F0>Visible</color>" + "\n";
                        }
                        else
                        {
                            tx += lights[i].gameObject.name + " : <color=#F00>Not Visible</color>" + "\n";
                        }
                    }
                }
                else
                {
                    tx += "Light list is null \n";
                }
                tx += "\n";
                //-------------------------------
                VisibleReflectionProbe[] rs = cull.visibleReflectionProbes.ToArray();
                tx += "Reflection Probes : Visible : " + rs.Length + "\n";

                if (reflprobes != null)
                {
                    for (int i = 0; i < reflprobes.Length; i++)
                    {
                        int existed = 0;
                        for (int j = 0; j < rs.Length; j++)
                        {
                            if (reflprobes[i] == rs[j].probe)
                            {
                                existed++;
                            }
                        }
                        if (existed > 0)
                        {
                            tx += reflprobes[i].gameObject.name + " : <color=#0F0>Visible</color>" + "\n";
                        }
                        else
                        {
                            tx += reflprobes[i].gameObject.name + " : <color=#F00>Not Visible</color>" + "\n";
                        }
                    }
                }
                else
                {
                    tx += "reflection probe list is null \n";
                }
                tx += "\n";
                //-------------------------------

                tx += "Renderers : \n";
                if (rens != null)
                {
                    for (int i = 0; i < rens.Length; i++)
                    {
                        if (rens[i].isVisible)
                        {
                            tx += rens[i].gameObject.name + " <color=#0F0>Yes</color> \n";
                        }
                        else
                        {
                            tx += rens[i].gameObject.name + " <color=#F00>No</color> \n";
                        }
                    }

                    tx += "\n";
                }



                //-------------------------------
                //Show debug msg on TextMesh
                //Debug.Log(tx);

                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);
                }

                //update = false;
            }
            //==============================================

            context.SetupCameraProperties(camera);

            // clear depth buffer
            CommandBuffer cmd = new CommandBuffer();
            cmd.ClearRenderTarget(true, false, Color.black);
            context.ExecuteCommandBuffer(cmd);
            cmd.Release();

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

            // 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);

            //Draw passes that has no light mode (default)
            ShaderPassName       passNameDefault     = new ShaderPassName("");
            DrawRendererSettings drawSettingsDefault = new DrawRendererSettings(camera, passNameDefault);
            drawSettingsDefault.SetShaderPassName(1, m_UnlitPassName);

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

            // Default
            drawSettingsDefault.sorting.flags = SortFlags.CommonOpaque;
            context.DrawRenderers(cull.visibleRenderers, ref drawSettingsDefault, filterSettings);

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

            // Default
            drawSettingsDefault.sorting.flags = SortFlags.CommonTransparent;
            context.DrawRenderers(cull.visibleRenderers, ref drawSettingsDefault, filterSettings);

            context.Submit();
        }
    }
Esempio n. 18
0
    //### main render methodes #############################################################################################################

    //this methode reenders vertexIds and baycentric coordinates in uv space for each object
    //it's called by the Render(...) at the beginning
    //Input:    renderContext:  ScriptableRenderContext
    //          camera:         Camera in scene
    //Output:   List<ObjData>, list of all objects with renderer in scene
    List <ObjData> UVRenderer(ScriptableRenderContext context, Camera camera) //initialize list
    {
        List <ObjData> sceneObjects = new List <ObjData>();                   //used as return value

        //object id

        int id = 0;

        //iterate objects
        foreach (MeshFilter mesh in GameObject.FindObjectsOfType <MeshFilter>())
        {
            //setup _______________________________________________________________________________________________________________________________________________
            //set camera to only render uv render layer
            int camCullMask = camera.cullingMask;
            camera.cullingMask = 1 << 9;
            context.SetupCameraProperties(camera);

            //setup struct for object
            ObjData obj = new ObjData();
            obj.obj = mesh.gameObject;
            obj.obj.GetComponent <Renderer>().material.SetInt("_ID", id++);
            obj.tileMask = CreateRenderTexture(MAX_TEXTURE_SIZE / TILE_SIZE * 2, MAX_TEXTURE_SIZE / TILE_SIZE, RenderTextureFormat.R8);

            //move object to uv render layer
            int objLayer = obj.obj.layer;
            obj.obj.layer = 9;

            //Initilize RenderTexture for baycentric coordinate/vertex id
            RenderTexture bayCent = new RenderTexture(MAX_TEXTURE_SIZE, MAX_TEXTURE_SIZE, 0, RenderTextureFormat.ARGB32);
            bayCent.filterMode = FilterMode.Point;
            bayCent.anisoLevel = 0;
            bayCent.Create();

            RenderTexture vertexIds = new RenderTexture(MAX_TEXTURE_SIZE, MAX_TEXTURE_SIZE, 24, RenderTextureFormat.ARGBInt);
            vertexIds.filterMode = FilterMode.Point;
            vertexIds.anisoLevel = 0;
            vertexIds.Create();

            obj.obj.GetComponent <Renderer>().material.SetTexture("_TextureAtlas", CreateRenderTexture(MAX_TEXTURE_SIZE * 2, MAX_TEXTURE_SIZE, RenderTextureFormat.ARGB32));

            //culling _____________________________________________________________________________________________________________________________________________
            ScriptableCullingParameters cullingParameters;
            if (!CullResults.GetCullingParameters(camera, out cullingParameters))
            {
                return(null);
            }

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


            //set render target ___________________________________________________________________________________________________________________________________
            RenderBuffer[] cBuffer = new RenderBuffer[2] {
                bayCent.colorBuffer, vertexIds.colorBuffer
            };
            camera.SetTargetBuffers(cBuffer, bayCent.depthBuffer);

            //clearing ____________________________________________________________________________________________________________________________________________
            //clearing render target
            cameraBuffer.ClearRenderTarget(true, true, new Color(0, 0, 0, 0));
            context.ExecuteCommandBuffer(cameraBuffer);
            cameraBuffer.Clear();

            //drawing _____________________________________________________________________________________________________________________________________________
            //setting
            DrawRendererSettings drawSettings = new DrawRendererSettings(camera, new ShaderPassName("SRPDefaultUnlit"));
            drawSettings.sorting.flags = SortFlags.CommonOpaque;

            FilterRenderersSettings filterSettings = new FilterRenderersSettings(true);

            drawSettings.SetOverrideMaterial(new Material(Shader.Find("Custom/UVRenderer")), 0);

            //draw unlit opaque materials
            context.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);
            context.Submit();


            //finish _____________________________________________________________________________________________________________________________________________
            //move object and camera back to original layer
            obj.obj.layer      = objLayer;
            camera.cullingMask = camCullMask;

            //set object properties
            obj.obj.GetComponent <Renderer>().material.SetTexture("_BaycentCoords", bayCent);
            obj.bayCent = bayCent;
            obj.obj.GetComponent <Renderer>().material.SetTexture("_VertexIDs", vertexIds);

            //add object to result list
            sceneObjects.Add(obj);

            //reset render taget
            Graphics.SetRenderTarget(null);
        }

        //return list
        return(sceneObjects);
    }
    void Render(ScriptableRenderContext context, Camera camera)
    {
        //渲染上下文
        context.SetupCameraProperties(camera);
        CameraClearFlags clearFlags = camera.clearFlags;

        //清屏
        commandBuffer.ClearRenderTarget(
            (clearFlags & CameraClearFlags.Depth) != 0,
            (clearFlags & CameraClearFlags.Color) != 0,
            camera.backgroundColor
            );
        //配置光源
        ConfigureLights();
        commandBuffer.BeginSample("Render Camera");
        //设置光照数据
        commandBuffer.SetGlobalVectorArray(visibleLightColorsId, visibleLightColors);
        commandBuffer.SetGlobalVectorArray(visibleLightDirectionsOrPositionsId, visibleLightDirectionsOrPositions);
        commandBuffer.SetGlobalVectorArray(visibleLightAttenuationsId, visibleLightAttenuations);
        context.ExecuteCommandBuffer(commandBuffer);
        commandBuffer.Clear();

        //剔除
        ScriptableCullingParameters cullingParameters;

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

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

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

        //调用Unity默认的pass unlit pass
        DrawRendererSettings drawSettings = new DrawRendererSettings(camera, new ShaderPassName("SRPDefaultUnlit"));
        drawSettings.flags         = drawFlags;
        drawSettings.sorting.flags = SortFlags.CommonOpaque;
        //渲染过滤器
        FilterRenderersSettings filterSettings = new FilterRenderersSettings(true)
        {
            renderQueueRange = RenderQueueRange.opaque
        };

        //渲染不透明物体
        context.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);

        //渲染天空盒
        context.DrawSkybox(camera);

        //渲染透明物体
        filterSettings.renderQueueRange = RenderQueueRange.transparent;
        context.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);

        filterSettings.renderQueueRange = RenderQueueRange.transparent;

        DrawDefaultPipeline(context, camera);

        commandBuffer.EndSample("Render Camera");
        context.ExecuteCommandBuffer(commandBuffer);
        commandBuffer.Clear();

        context.Submit();
    }
Esempio n. 20
0
    void Render(ScriptableRenderContext context, Camera camera)
    {
        // 剔除参数
        ScriptableCullingParameters cullingParameters;

        // 获取剔除参数
        if (!CullResults.GetCullingParameters(camera, out cullingParameters))
        {
            // 如果相机设定非法,直接返回
            return;
        }

        // 设置阴影参数
        cullingParameters.shadowDistance = Mathf.Min(shadowDistance, camera.farClipPlane);

        // 仅在编辑模式下
#if UNITY_EDITOR
        // 仅在渲染场景视图时。否则游戏视图中的UI元素会被渲染两次
        if (camera.cameraType == CameraType.SceneView)
        {
            // 当canvas的渲染被设置在世界空间时,UI元素不会出现在场景视图中
            // 需要手动指定以使其正确显示
            ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
        }
#endif

        // 剔除
        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);
            }
        }
        else
        {
            // 由于该值会被保留为上一个物体使用的值,因此需要手动设置
            cameraBuffer.SetGlobalVector(lightIndicesOffsetAndCountID, Vector4.zero);

            cameraBuffer.DisableShaderKeyword(cascadedShadowsHardKeyword);
            cameraBuffer.DisableShaderKeyword(cascadedShadowsSoftKeyword);
            cameraBuffer.DisableShaderKeyword(shadowsHardKeyword);
            cameraBuffer.DisableShaderKeyword(shadowsSoftKeyword);
        }

        // 设置unity_MatrixVP,以及一些其他属性
        context.SetupCameraProperties(camera);

        // 获取摄像机的定制后处理栈
        var myPipelineCamera = camera.GetComponent <MyPipelineCamera>();
        MyPostProcessingStack activeStack = myPipelineCamera ? myPipelineCamera.PostProcessingStack : defaultStack;

        // 只影响游戏摄像机
        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);
        }

        // 摄像机是否开启MSAA
        int renderSamples = camera.allowMSAA ? msaaSamples : 1;

        // 开启渲染到纹理
        bool renderToTexture = scaledRendering || renderSamples > 1 || activeStack;

        // 是否需要深度纹理(深度纹理不支持MSAA)
        bool needsDepth         = activeStack && activeStack.NeedsDepth;
        bool needsDirectDepth   = needsDepth && renderSamples == 1;       // 不使用MSAA
        bool needsDepthOnlyPass = needsDepth && renderSamples > 1;        // 使用MSAA、

        // 纹理格式
        RenderTextureFormat format = allowHDR && camera.allowHDR ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default;

        // 获取并设置渲染目标,用于后处理
        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                     // 1表示不使用MSAA
                    );
            }
            if (needsDirectDepth)
            {
                cameraBuffer.SetRenderTarget(
                    cameraColorTextureId,
                    RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store,
                    cameraDepthTextureId,
                    RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store
                    );
            }
            else
            {
                cameraBuffer.SetRenderTarget(
                    cameraColorTextureId,
                    RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store
                    );
            }
        }

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

        // 设置采样标志,用于在Frame Debugger中组织结构
        cameraBuffer.BeginSample("HY Render Camera");

        // 设置光数据
        cameraBuffer.SetGlobalVectorArray(visibleLightColorsId, visibleLightColors);
        cameraBuffer.SetGlobalVectorArray(visibleLightDirectionsOrPositionsId, visibleLightDirectionsOrPositions);
        cameraBuffer.SetGlobalVectorArray(visibleLightAttenuationsId, visibleLightAttenuations);
        cameraBuffer.SetGlobalVectorArray(visibleLightSpotDirectionsId, visibleLightSpotDirections);

        // 执行指令缓冲。这并不会立即执行指令,只是将指令拷贝到上下文的内部缓冲中
        context.ExecuteCommandBuffer(cameraBuffer);
        cameraBuffer.Clear();

        // 绘制设定
        // camera参数设定排序和剔除层,pass参数指定使用哪一个shader pass
        var drawSettings = new DrawRendererSettings(camera, new ShaderPassName("SRPDefaultUnlit"))
        {
            flags = drawFlags
        };
        // 仅在有可见光时设置,否则Unity会崩溃
        if (cull.visibleLights.Count > 0)
        {
            // 指定Unity为每个物体传输光索引数据
            drawSettings.rendererConfiguration = RendererConfiguration.PerObjectLightIndices8;
        }
        // 指定使用反射探针,如果场景中没有反射探针,则使用天空球的立方体贴图
        drawSettings.rendererConfiguration |= RendererConfiguration.PerObjectReflectionProbes | RendererConfiguration.PerObjectLightmaps;
        // 指定排序,从前往后
        drawSettings.sorting.flags = SortFlags.CommonOpaque;

        // 过滤设定
        // true表示包括所有物体
        var filterSettings = new FilterRenderersSettings(true)
        {
            // 绘制不透明物体,渲染队列为[0,2500]
            renderQueueRange = RenderQueueRange.opaque
        };

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

        // 绘制天空盒
        // camera参数仅用来判断是否绘制天空盒(根据camera的清空标志位)
        context.DrawSkybox(camera);

        // 后处理
        if (activeStack)
        {
            // depth-only pass
            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();

            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();
        }

        // 指定排序,从后往前
        drawSettings.sorting.flags = SortFlags.CommonTransparent;
        // 绘制透明物体,渲染队列为[2501,5000]
        filterSettings.renderQueueRange = RenderQueueRange.transparent;
        context.DrawRenderers(cull.visibleRenderers, ref drawSettings, filterSettings);

        DrawDefaultPipeline(context, camera);

        // 后处理
        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("HY Render Camera");
        context.ExecuteCommandBuffer(cameraBuffer);
        cameraBuffer.Clear();

        // 提交指令
        context.Submit();

        // 释放阴影纹理
        if (shadowMap)
        {
            RenderTexture.ReleaseTemporary(shadowMap);
            shadowMap = null;
        }

        // 释放层级阴影纹理
        if (cascadedShadowMap)
        {
            RenderTexture.ReleaseTemporary(cascadedShadowMap);
            cascadedShadowMap = null;
        }
    }
Esempio n. 21
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    //------------------------------------------------------------------------------
    // PRIVATE FUNCTIONS
    //------------------------------------------------------------------------------
    private void Render(ScriptableRenderContext context, Camera camera)
    {
        ScriptableCullingParameters cullingParameters;

        if (!CullResults.GetCullingParameters(camera, out cullingParameters))
        {
            return;
        }
        CullResults.Cull(ref cullingParameters, context, ref cullResults);

        // render shadow map
        RenderShadows(context);

        // pass builtin global camera vars to GPU
        context.SetupCameraProperties(camera);

        // clear buffer
        CameraClearFlags clearFlags = camera.clearFlags;

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

        // prepare light data
        if (cullResults.visibleLights.Count > 0)
        {
            ConfigureLights();
        }
        else
        {
            cameraBuffer.SetGlobalVector(
                lightIndicesOffsetAndCountID, Vector4.zero
                );
        }

        cameraBuffer.BeginSample("Camera");

        // pass custom global shader vars to GPU
        cameraBuffer.SetGlobalVectorArray(
            visibleLightColorsId, visibleLightColors
            );
        cameraBuffer.SetGlobalVectorArray(
            visibleLightVectorsId, visibleLightVectors
            );
        cameraBuffer.SetGlobalVectorArray(
            visibleLightAttenuationsId, visibleLightAttenuations
            );
        cameraBuffer.SetGlobalVectorArray(
            visibleLightSpotDirectionsId, visibleLightSpotDirections
            );

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

        // draw opaques
        var drawSettings = new DrawRendererSettings(
            camera, new ShaderPassName("SRPDefaultUnlit")
            )
        {
            flags = drawFlags
        };

        if (cullResults.visibleLights.Count > 0)
        {
            drawSettings.rendererConfiguration = RendererConfiguration.PerObjectLightIndices8;
        }
        drawSettings.sorting.flags = SortFlags.CommonOpaque;

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

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

        // draw skybox
        context.DrawSkybox(camera);

        // draw transparents
        drawSettings.sorting.flags      = SortFlags.CommonTransparent;
        filterSettings.renderQueueRange = RenderQueueRange.transparent;

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

        // draw error material
        DrawDefaultPipeline(context, camera);

        cameraBuffer.EndSample("Camera");
        context.ExecuteCommandBuffer(cameraBuffer);
        cameraBuffer.Clear();

        context.Submit();

        // release shadow map mem
        if (shadowMap)
        {
            RenderTexture.ReleaseTemporary(shadowMap);
            shadowMap = null;
        }
    }
    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
        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);
            }
        }
        else
        {
            cameraBuffer.SetGlobalVector(
                lightIndicesOffsetAndCountID, Vector4.zero
                );
            cameraBuffer.DisableShaderKeyword(cascadedShadowsHardKeyword);
            cameraBuffer.DisableShaderKeyword(cascadedShadowsSoftKeyword);
            cameraBuffer.DisableShaderKeyword(shadowsHardKeyword);
            cameraBuffer.DisableShaderKeyword(shadowsSoftKeyword);
        }

        context.SetupCameraProperties(camera);

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

        cameraBuffer.BeginSample("Render Camera");
        cameraBuffer.SetGlobalVectorArray(
            visibleLightColorsId, visibleLightColors
            );
        cameraBuffer.SetGlobalVectorArray(
            visibleLightDirectionsOrPositionsId, visibleLightDirectionsOrPositions
            );
        cameraBuffer.SetGlobalVectorArray(
            visibleLightAttenuationsId, visibleLightAttenuations
            );
        cameraBuffer.SetGlobalVectorArray(
            visibleLightSpotDirectionsId, visibleLightSpotDirections
            );
        context.ExecuteCommandBuffer(cameraBuffer);
        cameraBuffer.Clear();

        var drawSettings = new DrawRendererSettings(
            camera, new ShaderPassName("SRPDefaultUnlit")
            )
        {
            flags = drawFlags
        };
        if (cull.visibleLights.Count > 0)
        {
            drawSettings.rendererConfiguration =
                RendererConfiguration.PerObjectLightIndices8;
        }
        drawSettings.rendererConfiguration |=
            RendererConfiguration.PerObjectReflectionProbes |
            RendererConfiguration.PerObjectLightmaps |
            RendererConfiguration.PerObjectLightProbe |
            RendererConfiguration.PerObjectLightProbeProxyVolume;
        drawSettings.sorting.flags = SortFlags.CommonOpaque;

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

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

        context.DrawSkybox(camera);

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

        DrawDefaultPipeline(context, camera);

        cameraBuffer.EndSample("Render Camera");
        context.ExecuteCommandBuffer(cameraBuffer);
        cameraBuffer.Clear();

        context.Submit();

        if (shadowMap)
        {
            RenderTexture.ReleaseTemporary(shadowMap);
            shadowMap = null;
        }
        if (cascadedShadowMap)
        {
            RenderTexture.ReleaseTemporary(cascadedShadowMap);
            cascadedShadowMap = null;
        }
    }
        public void UpdatePointLights(ref Dictionary <Light, int> light_table, ref ScriptableRenderContext renderContext, List <Light> plights, Camera camera, ref CommandBuffer setup_properties)
        {
            //todo: now will update every light for every camera, which is not totally necessary.
            if (helper_ == null)
            {
                return;
            }
            if (plights.Count == 0)
            {
                return;
            }
            Transform helper_trans = helper_.transform;

            m_PointShadowArray.TestNeedModify((int)m_asset.pointShadowResolution, (int)m_asset.pointShadowResolution, plights.Count);
            if (m_PointShadowArray.IsValid())
            {
                setup_properties.SetGlobalTexture(shaderPropertyID.pointShadowArray, m_PointShadowArray.data);
            }

            m_pointLightMatrix.TestNeedModify(plights.Count);
            if (m_pointLightMatrix.IsValid())
            {
                setup_properties.SetGlobalBuffer(shaderPropertyID.pointLightMatrixArray, m_pointLightMatrix.data);
            }


            helper_trans.up = Vector3.up;
            helper.aspect   = 1f;
            var cb = CommandBufferPool.Get("Point light shadow map");

            ShadowCascadeMatrix[] light_mats = new ShadowCascadeMatrix[plights.Count];
            string tes = m_asset.enableTessellation ? "_TES" : "";

            for (int i = 0; i < plights.Count; i++)
            {
                var light = plights[i];
                light_table[light] = i;

                helper_trans.position   = light.transform.position;
                helper.orthographicSize = light.range * 2;
                helper.farClipPlane     = light.range;

                cb.SetRenderTarget(m_PointShadowArray.data, 0, CubemapFace.Unknown, i);
                cb.ClearRenderTarget(true, true, Color.clear);
                renderContext.ExecuteCommandBuffer(cb);
                cb.Clear();

                helper_trans.forward = Vector3.forward;

                var mats = new ShadowCascadeMatrix();
                mats.a = helper.worldToCameraMatrix;
                mats.b = GL.GetGPUProjectionMatrix(helper.projectionMatrix, true);
                cb.SetGlobalMatrix(shaderPropertyID.shadow_mat, mats.a);
                cb.SetGlobalMatrix(shaderPropertyID.shadow_mat2, mats.b);
                cb.SetGlobalVector(shaderPropertyID.shadow_Range, new Vector4(helper.farClipPlane, helper.farClipPlane));
                renderContext.ExecuteCommandBuffer(cb);
                cb.Clear();

                var cullResults = new CullResults();
                CullResults.Cull(helper, renderContext, out cullResults);

                var filterSetting = new FilterRenderersSettings(true);
                filterSetting.renderQueueRange = RenderQueueRange.opaque;
                filterSetting.layerMask        = helper.cullingMask;

                var renderSetting = new DrawRendererSettings(camera, new ShaderPassName("VRP_PS_0" + tes));
                renderSetting.sorting.flags = SortFlags.None;
                renderContext.DrawRenderers(cullResults.visibleRenderers, ref renderSetting, filterSetting);

                helper_trans.forward = -Vector3.forward;

                mats.c = helper.worldToCameraMatrix;
                mats.d = mats.b;
                cb.ClearRenderTarget(true, false, Color.clear);
                cb.SetGlobalMatrix("_Shadow_mat", mats.c);
                renderContext.ExecuteCommandBuffer(cb);
                cb.Clear();

                cullResults = new CullResults();
                CullResults.Cull(helper, renderContext, out cullResults);

                renderSetting = new DrawRendererSettings(camera, new ShaderPassName("VRP_PS_1" + tes));
                renderSetting.sorting.flags = SortFlags.None;
                renderContext.DrawRenderers(cullResults.visibleRenderers, ref renderSetting, filterSetting);

                light_mats[i] = mats;
            }
            CommandBufferPool.Release(cb);
            m_pointLightMatrix.data.SetData(light_mats);
        }
Esempio n. 24
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        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
        }
        public void UpdateDirectionalLights(ref Dictionary <Light, int> light_table, ref ScriptableRenderContext renderContext, List <Light> dirlights, Camera camera, ref CommandBuffer setup_properties)
        {
            if (helper_ == null)
            {
                return;
            }
            light_table.Clear();
            //helper.name = camera.name + "_helper";
            if (dirlights.Count == 0)
            {
                return;
            }
            Transform helper_trans = helper_.transform;
            Matrix4x4 proj_mat     = GL.GetGPUProjectionMatrix(camera.projectionMatrix, false) * camera.worldToCameraMatrix;

            proj_mat = proj_mat.inverse;

            //spilt the view frustrum
            CascadeHelper cascadeHelper = new CascadeHelper(proj_mat, camera.transform.position, m_asset.cascadeNum);

            //setup property
            setup_properties.SetGlobalVector(shaderPropertyID.dirctionalShadowSplitDistance, cascadeHelper.SplitVolum(m_asset.cascadeDistribution, m_asset.shadowDistance));
            setup_properties.SetGlobalInt(shaderPropertyID.maxCascadeNum, m_asset.cascadeNum);
            setup_properties.SetGlobalVector(shaderPropertyID.dirShadowResolution, new Vector4((int)m_asset.directionalShadowResolution, (int)m_asset.directionalShadowResolution,
                                                                                               1f / (float)m_asset.directionalShadowResolution, 1f / (float)m_asset.directionalShadowResolution));

            m_DirShadowArray.TestNeedModify((int)m_asset.directionalShadowResolution, (int)m_asset.directionalShadowResolution, dirlights.Count);
            if (m_DirShadowArray.IsValid())
            {
                setup_properties.SetGlobalTexture(shaderPropertyID.dirShadowArray, m_DirShadowArray.data);
            }
            m_shadowcascade_matrix_vp.TestNeedModify(dirlights.Count);
            if (m_shadowcascade_matrix_vp.IsValid())
            {
                setup_properties.SetGlobalBuffer(shaderPropertyID.shadowcascade_matrix_vp, m_shadowcascade_matrix_vp.data);
            }

            var cb = CommandBufferPool.Get("Directional light shadowmap");
            List <ShadowCascadeMatrix> mts = new List <ShadowCascadeMatrix>();

            for (int i = 0; i < dirlights.Count; i++)
            {
                var light = dirlights[i];
                light_table[light] = i;

                Matrix4x4 l2w = light.transform.localToWorldMatrix;
                Vector4   dir = new Vector4(l2w.m02, l2w.m12, l2w.m22, 0);

                cb.SetRenderTarget(m_DirShadowArray.data, 0, CubemapFace.Unknown, i);
                cb.ClearRenderTarget(false, true, Color.clear);
                renderContext.ExecuteCommandBuffer(cb);
                cb.Clear();
                Matrix4x4[] mats_per_light = new Matrix4x4[4];
                for (int j = 0; j < m_asset.cascadeNum; j++)
                {
                    //correct the forward of the helper camera to light dir
                    helper_trans.forward = dir;

                    float[] bias = cascadeHelper.GetCascadeVolum(helper_trans.worldToLocalMatrix, j);
                    helper_trans.position   = new Vector3(bias[0], bias[1], bias[2]) - helper_trans.forward * m_asset.shadowDistance;
                    helper.orthographicSize = bias[4] / 2;
                    helper.farClipPlane     = bias[5] + m_asset.shadowDistance;
                    helper.aspect           = bias[3] / bias[4];

                    cb.ClearRenderTarget(true, false, Color.clear);
                    mats_per_light[j] = GL.GetGPUProjectionMatrix(helper.projectionMatrix, true) * helper.worldToCameraMatrix;
                    cb.SetGlobalMatrix(shaderPropertyID.shadow_mat, mats_per_light[j]);
                    renderContext.ExecuteCommandBuffer(cb);
                    cb.Clear();
                    var cullResults = new CullResults();
                    CullResults.Cull(helper, renderContext, out cullResults);

                    var filterSetting = new FilterRenderersSettings(true);
                    filterSetting.renderQueueRange = RenderQueueRange.opaque;
                    filterSetting.layerMask        = helper.cullingMask;

                    var renderSetting = new DrawRendererSettings(camera, new ShaderPassName(string.Format("VRP_DS_{0:G}", j)));
                    renderSetting.sorting.flags = SortFlags.None;
                    renderContext.DrawRenderers(cullResults.visibleRenderers, ref renderSetting, filterSetting);
                }
                var mt = new ShadowCascadeMatrix();
                mt.a = mats_per_light[0]; mt.b = mats_per_light[1]; mt.c = mats_per_light[2]; mt.d = mats_per_light[3];
                mts.Add(mt);
            }
            CommandBufferPool.Release(cb);
            m_shadowcascade_matrix_vp.data.SetData(mts);
        }
    // 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();
        }
    }
Esempio n. 27
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        public void Render(ScriptableRenderContext renderContext, CommandBuffer cmd)
        {
            if (needRender || isDynamic)
            {
                needRender = false;

                GameObject probeCamObj = new GameObject("Probe Camera");
                probeCamObj.hideFlags = HideFlags.HideAndDontSave;
                Camera probeCamera = probeCamObj.AddComponent <Camera>();
                probeCamera.enabled          = false;
                probeCamera.renderingPath    = RenderingPath.Forward;
                probeCamera.nearClipPlane    = NearPlane;
                probeCamera.farClipPlane     = FarPlane;
                probeCamera.depthTextureMode = DepthTextureMode.None;
                probeCamera.clearFlags       = CameraClearFlags.SolidColor | CameraClearFlags.Depth;
                probeCamera.backgroundColor  = Color.black;
                probeCamera.orthographic     = false;
                probeCamera.hideFlags        = HideFlags.HideAndDontSave;
                probeCamera.allowMSAA        = false;
                probeCamera.stereoTargetEye  = StereoTargetEyeMask.None;
                probeCamera.fieldOfView      = 90.0f;
                probeCamera.aspect           = 1;
                probeCamObj.SetActive(false);


                for (int i = 0; i < Probes.Count; i++)
                {
                    probeCamObj.transform.position = Probes[i].position;
                    for (int j = 0; j < 6; j++)
                    {
                        probeCamObj.transform.rotation = rotations[j];
                        m_ProbeLightManager.NewFrame();
                        RGCamera rgCam = RGCamera.Get(probeCamera, null, 128, false);

                        ScriptableCullingParameters cullingParams;

                        if (!CullResults.GetCullingParameters(probeCamera, false, out cullingParams))
                        {
                            continue;
                        }

                        CullResults.Cull(ref cullingParams, renderContext, ref m_cullResults);
                        m_ProbeLightManager.UpdateCullingParameters(ref cullingParams, false);
                        m_ProbeLightManager.PrepareLightsDataForGPU(cmd, m_ShadowSettings, m_cullResults, probeCamera, false);

                        bool enableStaticShadowmap = false;
                        if (m_ShadowSettings.StaticShadowmap)
                        {
                            enableStaticShadowmap = true;
                            cmd.SetGlobalTexture(ClusterShaderIDs._StaticShadowmapExp, m_ShadowSettings.StaticShadowmap);
                        }

                        var clusterShadowSettings = VolumeManager.instance.stack.GetComponent <ClusterShadowSettings>();
                        if (clusterShadowSettings)
                        {
                            m_ShadowSettings.MaxShadowDistance  = clusterShadowSettings.MaxShadowDistance;
                            m_ShadowSettings.MaxShadowCasters   = clusterShadowSettings.MaxShadowCasters;
                            m_ShadowSettings.ShadowmapRes       = clusterShadowSettings.ShadowMapResolution;
                            m_ShadowSettings.StaticShadowmapRes = clusterShadowSettings.StaticShadowMapResolution;
                            m_ShadowSettings.StaticShadowmap    = clusterShadowSettings.staticShadowmap.value;
                        }
                        else
                        {
                            m_ShadowSettings.MaxShadowDistance  = 1000.0f;
                            m_ShadowSettings.MaxShadowCasters   = 5;
                            m_ShadowSettings.ShadowmapRes       = new Vector2Int(m_ShadowInitParams.shadowAtlasWidth, m_ShadowInitParams.shadowAtlasHeight);
                            m_ShadowSettings.StaticShadowmapRes = Vector2Int.one;
                            m_ShadowSettings.StaticShadowmap    = null;
                        }

                        m_ProbeLightManager.RenderShadows(renderContext, cmd, m_cullResults);
                        m_ProbeLightManager.PostBlurExpShadows(cmd, 1);

                        m_ProbeLightManager.ClusterLightCompute(rgCam, cmd);
                        rgCam.SetupGlobalParams(cmd, 0, 0);

                        renderContext.ExecuteCommandBuffer(cmd);
                        cmd.Clear();
                        renderContext.SetupCameraProperties(probeCamera, rgCam.StereoEnabled); // Need to recall SetupCameraProperties after m_ShadowPass.Render

                        //RenderTargetIdentifier[] rendertargets = { Probes[i].RadianceTexture, Probes[i].NormalTexture };
                        cmd.SetRenderTarget(radianceCubeArray, probeDepth, 0, CubemapFace.Unknown, i * 6 + (int)faces[j]);
                        cmd.ClearRenderTarget(true, true, probeCamera.backgroundColor.linear);
                        RendererConfiguration settings = RendererConfiguration.PerObjectReflectionProbes | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe;
                        RenderRendererList(m_cullResults, rgCam.camera, renderContext, cmd, m_RadiancePassNames, RGRenderQueue.k_RenderQueue_AllOpaque, settings);
                        renderContext.DrawSkybox(probeCamera);

                        //RenderTargetIdentifier[] rendertargets = { Probes[i].RadianceTexture, Probes[i].NormalTexture };
                        cmd.SetRenderTarget(normalMapArray, probeDepth, 0, CubemapFace.Unknown, i * 6 + (int)faces[j]);
                        cmd.ClearRenderTarget(true, true, new Color(0, 0, 0));
                        RenderRendererList(m_cullResults, rgCam.camera, renderContext, cmd, m_NormalPassNames, RGRenderQueue.k_RenderQueue_AllOpaque);

                        //RenderTargetIdentifier[] rendertargets = { Probes[i].RadianceTexture, Probes[i].NormalTexture };
                        cmd.SetRenderTarget(depthMapArray, probeDepth, 0, CubemapFace.Unknown, i * 6 + (int)faces[j]);
                        cmd.ClearRenderTarget(true, true, new Color(1, 1, 1));
                        RenderRendererList(m_cullResults, rgCam.camera, renderContext, cmd, m_DepthPassNames, RGRenderQueue.k_RenderQueue_AllOpaque);

                        renderContext.Submit();
                    }
                }

                ReprojectCubeToOctan(renderContext, cmd);

                UnityEngine.Object.DestroyImmediate(probeCamera);
                UnityEngine.Object.DestroyImmediate(probeCamObj);
            }
        }