コード例 #1
0
        public override void FrameUpdate(PipelineCamera cam, ref PipelineCommandData data)
        {
            CommandBuffer        buffer  = data.buffer;
            RenderClusterOptions options = new RenderClusterOptions
            {
                command        = buffer,
                frustumPlanes  = proper.frustumPlanes,
                cullingShader  = data.resources.shaders.gpuFrustumCulling,
                terrainCompute = data.resources.shaders.terrainCompute
            };
            FilteringSettings alphaTestFilter = new FilteringSettings
            {
                layerMask          = cam.cam.cullingMask,
                renderingLayerMask = 1,
                renderQueueRange   = new RenderQueueRange(2450, 2499)
            };
            FilteringSettings opaqueFilter = new FilteringSettings
            {
                layerMask          = cam.cam.cullingMask,
                renderingLayerMask = 1,
                renderQueueRange   = new RenderQueueRange(2000, 2449)
            };
            FilteringSettings mvFilter = new FilteringSettings
            {
                layerMask          = cam.cam.cullingMask,
                renderingLayerMask = 1,
                renderQueueRange   = RenderQueueRange.opaque
            };
            DrawingSettings depthAlphaTestDrawSettings = new DrawingSettings(new ShaderTagId("Depth"),
                                                                             new SortingSettings(cam.cam)
            {
                criteria = SortingCriteria.QuantizedFrontToBack | SortingCriteria.OptimizeStateChanges
            })
            {
                perObjectData         = UnityEngine.Rendering.PerObjectData.None,
                enableDynamicBatching = false,
                enableInstancing      = false
            };
            DrawingSettings depthOpaqueDrawSettings = new DrawingSettings(new ShaderTagId("Depth"),
                                                                          new SortingSettings(cam.cam)
            {
                criteria = SortingCriteria.QuantizedFrontToBack
            })
            {
                perObjectData             = UnityEngine.Rendering.PerObjectData.None,
                enableDynamicBatching     = false,
                enableInstancing          = false,
                overrideMaterial          = proper.overrideOpaqueMaterial,
                overrideMaterialPassIndex = 1
            };

            DrawingSettings drawSettings = new DrawingSettings(new ShaderTagId("GBuffer"), new SortingSettings(cam.cam)
            {
                criteria = SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges
            })
            {
                perObjectData         = UnityEngine.Rendering.PerObjectData.Lightmaps,
                enableDynamicBatching = false,
                enableInstancing      = false
            };
            DrawingSettings mvDraw = new DrawingSettings(new ShaderTagId("MotionVector"), new SortingSettings {
                criteria = SortingCriteria.OptimizeStateChanges
            })
            {
                perObjectData         = UnityEngine.Rendering.PerObjectData.None,
                enableDynamicBatching = false,
                enableInstancing      = false
            };

            //Draw Depth Prepass
            data.buffer.SetRenderTarget(ShaderIDs._DepthBufferTexture);
            data.buffer.ClearRenderTarget(true, false, Color.black);
            cullHandle.Complete();
            var lst = CustomDrawRequest.allEvents;

            foreach (var i in gbufferCullResults)
            {
                lst[i].DrawDepthPrepass(buffer);
            }
            SceneController.RenderScene(ref data, ref opaqueFilter, ref depthOpaqueDrawSettings, ref proper.cullResults);
            data.context.DrawRenderers(proper.cullResults, ref depthAlphaTestDrawSettings, ref alphaTestFilter);
            decalEvt.FrameUpdate(cam, ref data);
            //Draw GBuffer
            data.buffer.SetRenderTarget(colors: cam.targets.gbufferIdentifier, depth: ShaderIDs._DepthBufferTexture);
            data.buffer.ClearRenderTarget(false, true, Color.black);
            HizOcclusionData hizOccData;

            if (useHiZ)
            {
                hizOccData = IPerCameraData.GetProperty(cam, () => new HizOcclusionData());
                SceneController.DrawCluster_LastFrameDepthHiZ(ref options, hizOccData, clusterMat, cam, proper.frustumMinPoint, proper.frustumMaxPoint);
            }

            foreach (var i in gbufferCullResults)
            {
                lst[i].DrawGBuffer(buffer);
            }
            SceneController.RenderScene(ref data, ref opaqueFilter, ref drawSettings, ref proper.cullResults);
            if (useHiZ)
            {
                SceneController.DrawCluster_RecheckHiz(ref options, ref hizDepth, hizOccData, clusterMat, linearMat, cam);
            }
            if (MTerrain.current)
            {
                MTerrain.current.DrawTerrain(buffer, 0, proper.frustumPlanes);
            }
            //Draw AlphaTest

            /* SortingSettings st = drawSettings.sortingSettings;
             * st.criteria = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges;
             * drawSettings.sortingSettings = st;*/
            SceneController.RenderScene(ref data, ref alphaTestFilter, ref drawSettings, ref proper.cullResults);
            //Draw Depth
            data.buffer.Blit(ShaderIDs._DepthBufferTexture, ShaderIDs._CameraDepthTexture);
            //Draw Motion Vector
            data.buffer.SetRenderTarget(color: ShaderIDs._CameraMotionVectorsTexture, depth: ShaderIDs._DepthBufferTexture);
            foreach (var i in gbufferCullResults)
            {
                lst[i].DrawMotionVector(buffer);
            }
            SceneController.RenderScene(ref data, ref mvFilter, ref mvDraw, ref proper.cullResults);
            //Draw Static Global Motion Vector
            data.buffer.DrawMesh(GraphicsUtility.mesh, Matrix4x4.identity, motionVecMat, 0, 0);
        }
コード例 #2
0
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent)
                ? SortingCriteria.CommonTransparent
                : renderingData.cameraData.defaultOpaqueSortFlags;

            DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria);

            drawingSettings.overrideMaterial          = overrideMaterial;
            drawingSettings.overrideMaterialPassIndex = overrideMaterialPassIndex;

            Camera        camera       = renderingData.cameraData.camera;
            float         cameraAspect = (float)camera.pixelWidth / (float)camera.pixelHeight;
            CommandBuffer cmd          = CommandBufferPool.Get(m_ProfilerTag);

            using (new ProfilingSample(cmd, m_ProfilerTag))
            {
                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

                cmd.BeginSample("Copy Depth");
                cmd.SetGlobalTexture("_CameraDepthAttachment", "_CameraDepthTexture");

                // Copy the source depth buffer to the target render texture
                if (destination.Identifier() != source)
                {
                    Blit(cmd, source, destination.Identifier(), m_CopyDepthMaterial);
                }

                cmd.EndSample("Copy Depth");
                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

                if (m_CameraSettings.overrideCamera)
                {
                    Matrix4x4 projectionMatrix = Matrix4x4.Perspective(m_CameraSettings.cameraFieldOfView, cameraAspect,
                                                                       camera.nearClipPlane, camera.farClipPlane);

                    Matrix4x4 viewMatrix        = camera.worldToCameraMatrix;
                    Vector4   cameraTranslation = viewMatrix.GetColumn(3);
                    viewMatrix.SetColumn(3, cameraTranslation + m_CameraSettings.offset);

                    cmd.SetViewProjectionMatrices(viewMatrix, projectionMatrix);
                    context.ExecuteCommandBuffer(cmd);
                }

                context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings,
                                      ref m_RenderStateBlock);

                if (m_CameraSettings.overrideCamera && m_CameraSettings.restoreCamera)
                {
                    Matrix4x4 projectionMatrix = Matrix4x4.Perspective(camera.fieldOfView, cameraAspect,
                                                                       camera.nearClipPlane, camera.farClipPlane);

                    cmd.Clear();
                    cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, projectionMatrix);
                }
            }
            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
コード例 #3
0
    protected override void Render(ScriptableRenderContext context, Camera[] cameras)
    {
        BeginFrameRendering(context, cameras);

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

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

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

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

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

            //Setup DrawSettings and FilterSettings
            var               sortingSettings = new SortingSettings(camera);
            DrawingSettings   drawSettings    = new DrawingSettings(m_PassName, sortingSettings);
            FilteringSettings filterSettings  = new FilteringSettings(RenderQueueRange.all);
            //filterSettings.layerMask = 1; //only draws objects marked with UI layer
            filterSettings.renderingLayerMask = 1 << 4; //only draws renderers that has RenderingLayerMask Layer5 **********************************

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

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

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

            context.Submit();

            EndCameraRendering(context, camera);
        }

        EndFrameRendering(context, cameras);
    }
コード例 #4
0
        public override void Execute(ScriptableRenderContext context, ref UnityEngine.Rendering.Universal.RenderingData renderingData)
        {
            SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent)
                ? SortingCriteria.CommonTransparent
                : renderingData.cameraData.defaultOpaqueSortFlags;

            DrawingSettings drawingSettings =
                CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria);

            drawingSettings.overrideMaterial          = overrideMaterial;
            drawingSettings.overrideMaterialPassIndex = overrideMaterialPassIndex;

            GraphicsFence portalsRenderedFence;

            Camera        camera       = renderingData.cameraData.camera;
            float         cameraAspect = (float)camera.pixelWidth / (float)camera.pixelHeight;
            CommandBuffer cmd          = CommandBufferPool.Get(m_ProfilerTag);

            using (new ProfilingSample(cmd, m_ProfilerTag))
            {
                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();
                cmd.SetRandomWriteTarget(1, portalRenderContext.computeBuffer);


                if (m_CameraSettings.overrideCamera)
                {
                    //Matrix4x4 projectionMatrix = Matrix4x4.Perspective(m_CameraSettings.cameraFieldOfView, cameraAspect,
                    //    camera.nearClipPlane, camera.farClipPlane);

                    //Matrix4x4 viewMatrix = camera.worldToCameraMatrix;
                    //Vector4 cameraTranslation = viewMatrix.GetColumn(3);
                    //viewMatrix.SetColumn(3, cameraTranslation + m_CameraSettings.offset);

                    //cmd.SetViewProjectionMatrices(viewMatrix, projectionMatrix);
                    portalRenderContext.exitPortal = GameObject.FindGameObjectWithTag("ExitPortal");
                    Camera     exitCam = portalRenderContext.exitPortal.GetComponentInChildren <Camera>();
                    GameObject entryGO = GameObject.FindGameObjectWithTag("EntryPortal");

                    //Vector3 normal = exitCam.transform.forward;
                    //Vector3 pos = exitCam.transform.position;

                    //Vector4 clipPlaneWorldSpace = new Vector4(normal.x, normal.y, normal.z, -Vector3.Dot(normal, pos));
                    //Vector4 clipPlaneCameraSpace = exitCam.worldToCameraMatrix * clipPlaneWorldSpace;

                    Matrix4x4 projectionMatrix = camera.projectionMatrix;//exitCam.CalculateObliqueMatrix(clipPlaneCameraSpace);

                    Matrix4x4 destView = camera.worldToCameraMatrix * entryGO.transform.localToWorldMatrix
                                         * Matrix4x4.Rotate(entryGO.transform.rotation)
                                         * exitCam.transform.localToWorldMatrix.inverse;
                    //* glm::rotate(glm::mat4(1.0f), 180.0f, glm::vec3(0.0f, 1.0f, 0.0f) * portal.orientation())
                    //* glm::inverse(portal.destination()->modelMat());

                    projectionMatrix = clippedProjMat(destView, projectionMatrix, entryGO.transform.position, entryGO.transform.rotation);


                    //cmd.Clear();
                    cmd.SetViewProjectionMatrices(destView, projectionMatrix);
                    context.ExecuteCommandBuffer(cmd);
                    cmd.Clear();
                }



                context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings,
                                      ref m_RenderStateBlock);

                //ScriptableCullingParameters param;

                //context.Cull()

                if (m_CameraSettings.overrideCamera && m_CameraSettings.restoreCamera)
                {
                    Matrix4x4 projectionMatrix = Matrix4x4.Perspective(camera.fieldOfView, cameraAspect,
                                                                       camera.nearClipPlane, camera.farClipPlane);

                    cmd.Clear();
                    cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, projectionMatrix);
                }
                //portalsRenderedFence = cmd.CreateGraphicsFence(GraphicsFenceType.CPUSynchronisation,
                //    SynchronisationStageFlags.PixelProcessing);
                //if (PortalDebugRenderOverlay.Instance?.renderTarget)
                //{
                //    PortalDebugRenderOverlay.Instance?.renderTarget = new RenderTexture(depthAttachment)
                //}
                //PortalDebugRenderOverlay.Instance?.fullscreenOverlay?.mainTexture = this.depthAttachment;
            }

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

            context.Submit();

            //Debug.Log("Fence support:"+ SystemInfo.supportsGraphicsFence);
            //while (!portalsRenderedFence.passed) ;

            //Int32[] perPortalPixelCount = new Int32[255];
            //portalRenderContext.computeBuffer.GetData(perPortalPixelCount, 0, 0, 255);
            //for (int i = 0; i < 5; i++)
            //{
            //    Debug.Log(i + "Portal count: " + perPortalPixelCount[i]);
            //}
            //portalRenderContext.computeBuffer.SetData(new Int32[255]);
        }
コード例 #5
0
ファイル: SRP0404.cs プロジェクト: zhangximing/CustomSRP
        protected override void Render(ScriptableRenderContext context, Camera[] cameras)
        {
            BeginFrameRendering(context, cameras);

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

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

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

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

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

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

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

                //Define positions
                positions.Clear();
                Vector4 pos      = Vector4.zero;
                int     splitRow = 5;
                for (int i = 0; i < m_PipelineAsset.count; i++)
                {
                    pos.x = i % splitRow;
                    pos.y = Mathf.FloorToInt(i / splitRow);
                    pos.z = 0;
                    pos.w = 1;
                    positions.Add(pos);
                }

                //SetUp Position Computebuffers Data
                positionBuffer = new ComputeBuffer(m_PipelineAsset.count, 16); //4*4 bytes for Vector4
                positionBuffer.SetData(positions);
                m_MaterialPropertyBlock.SetBuffer("positionBuffer", positionBuffer);

                //SetUp Args Computebuffers Data
                argsBuffer = new ComputeBuffer(1, args.Length * sizeof(uint), ComputeBufferType.IndirectArguments);
                args[0]    = (uint)m_PipelineAsset.mesh.GetIndexCount(0);
                args[1]    = (uint)m_PipelineAsset.count;
                args[2]    = (uint)m_PipelineAsset.mesh.GetIndexStart(0);
                args[3]    = (uint)m_PipelineAsset.mesh.GetBaseVertex(0);
                argsBuffer.SetData(args);

                //Draw Commands
                CommandBuffer cmdDraw = new CommandBuffer();
                cmdDraw.DrawMeshInstancedIndirect(m_PipelineAsset.mesh, 0, m_PipelineAsset.mat, 0, argsBuffer, 0, m_MaterialPropertyBlock);
                context.ExecuteCommandBuffer(cmdDraw);
                cmdDraw.Release();

                context.Submit();

                //CleanUp after rendering this cam
                if (positionBuffer != null)
                {
                    positionBuffer.Release();
                    positionBuffer = null;
                }
                if (argsBuffer != null)
                {
                    argsBuffer.Release();
                    argsBuffer = null;
                }

                EndCameraRendering(context, camera);
            }

            EndFrameRendering(context, cameras);
        }
コード例 #6
0
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            bool isLitView = true;

#if UNITY_EDITOR
            if (renderingData.cameraData.isSceneViewCamera)
            {
                isLitView = UnityEditor.SceneView.currentDrawingSceneView.sceneLighting;
            }

            if (renderingData.cameraData.camera.cameraType == CameraType.Preview)
            {
                isLitView = false;
            }

            if (!Application.isPlaying)
            {
                s_SortingLayers = SortingLayer.layers;
            }
#endif
            Camera camera = renderingData.cameraData.camera;

            FilteringSettings filterSettings = new FilteringSettings();
            filterSettings.renderQueueRange   = RenderQueueRange.all;
            filterSettings.layerMask          = -1;
            filterSettings.renderingLayerMask = 0xFFFFFFFF;
            filterSettings.sortingLayerRange  = SortingLayerRange.all;


            bool isSceneLit = Light2D.IsSceneLit(camera);
            if (isSceneLit)
            {
                m_Renderer2DData.InitializeTransient();

                CommandBuffer cmd = CommandBufferPool.Get();
                cmd.Clear();

                using (new ProfilingScope(cmd, m_ProfilingSampler))
                {
                    this.CreateNormalMapRenderTexture(renderingData, cmd);

                    cmd.SetGlobalFloat("_HDREmulationScale", m_Renderer2DData.hdrEmulationScale);
                    cmd.SetGlobalFloat("_InverseHDREmulationScale", 1.0f / m_Renderer2DData.hdrEmulationScale);
                    cmd.SetGlobalFloat("_UseSceneLighting", isLitView ? 1.0f : 0.0f);
                    cmd.SetGlobalColor("_RendererColor", Color.white);
                    this.SetShapeLightShaderGlobals(cmd);

                    context.ExecuteCommandBuffer(cmd);

                    DrawingSettings combinedDrawSettings = CreateDrawingSettings(k_ShaderTags, ref renderingData, SortingCriteria.CommonTransparent);
                    DrawingSettings normalsDrawSettings  = CreateDrawingSettings(k_NormalsRenderingPassName, ref renderingData, SortingCriteria.CommonTransparent);

                    SortingSettings sortSettings = combinedDrawSettings.sortingSettings;
                    GetTransparencySortingMode(camera, ref sortSettings);
                    combinedDrawSettings.sortingSettings = sortSettings;
                    normalsDrawSettings.sortingSettings  = sortSettings;

                    var blendStylesCount = m_Renderer2DData.lightBlendStyles.Length;
                    for (var i = 0; i < s_SortingLayers.Length;)
                    {
                        var layerToRender = s_SortingLayers[i].id;
                        var lightStats    = Light2D.GetLightStatsByLayer(layerToRender, camera);

                        cmd.Clear();
                        for (int blendStyleIndex = 0; blendStyleIndex < blendStylesCount; blendStyleIndex++)
                        {
                            uint blendStyleMask = (uint)(1 << blendStyleIndex);
                            bool blendStyleUsed = (lightStats.blendStylesUsed & blendStyleMask) > 0;

                            if (blendStyleUsed && !m_Renderer2DData.lightBlendStyles[blendStyleIndex].hasRenderTarget)
                            {
                                this.CreateBlendStyleRenderTexture(renderingData, cmd, blendStyleIndex);
                            }

                            RendererLighting.EnableBlendStyle(cmd, blendStyleIndex, blendStyleUsed);
                        }

                        context.ExecuteCommandBuffer(cmd);

                        // find the highest layer that share the same set of lights as this layer
                        var upperLayerInBatch = FindUpperBoundInBatch(i);
                        // Some renderers override their sorting layer value with short.MinValue or short.MaxValue.
                        // When drawing the first sorting layer, we should include the range from short.MinValue to layerValue.
                        // Similarly, when drawing the last sorting layer, include the range from layerValue to short.MaxValue.
                        var startLayerValue = (short)s_SortingLayers[i].value;
                        var lowerBound      = (i == 0) ? short.MinValue : startLayerValue;
                        var endLayerValue   = (short)s_SortingLayers[upperLayerInBatch].value;
                        var upperBound      = (upperLayerInBatch == s_SortingLayers.Length - 1) ? short.MaxValue : endLayerValue;
                        // renderer within this range share the same set of lights so they should be rendered together
                        filterSettings.sortingLayerRange = new SortingLayerRange(lowerBound, upperBound);

                        // Start Rendering
                        if (lightStats.totalNormalMapUsage > 0)
                        {
                            this.RenderNormals(context, renderingData.cullResults, normalsDrawSettings, filterSettings, depthAttachment);
                        }

                        cmd.Clear();
                        if (lightStats.totalLights > 0)
                        {
                            this.RenderLights(renderingData, cmd, layerToRender, lightStats.blendStylesUsed);
                        }
                        else
                        {
                            this.ClearDirtyLighting(cmd, lightStats.blendStylesUsed);
                        }

                        CoreUtils.SetRenderTarget(cmd, colorAttachment, depthAttachment, ClearFlag.None, Color.white);
                        context.ExecuteCommandBuffer(cmd);

                        Profiler.BeginSample("RenderSpritesWithLighting - Draw Transparent Renderers");
                        context.DrawRenderers(renderingData.cullResults, ref combinedDrawSettings, ref filterSettings);
                        Profiler.EndSample();

                        if (lightStats.totalVolumetricUsage > 0)
                        {
                            cmd.Clear();
                            this.RenderLightVolumes(renderingData, cmd, layerToRender, colorAttachment, depthAttachment, lightStats.blendStylesUsed);
                            context.ExecuteCommandBuffer(cmd);
                            cmd.Clear();
                        }

                        // move on to the next one
                        i = upperLayerInBatch + 1;
                    }

                    cmd.Clear();
                    Profiler.BeginSample("RenderSpritesWithLighting - Release RenderTextures");
                    this.ReleaseRenderTextures(cmd);
                    Profiler.EndSample();
                }

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

                filterSettings.sortingLayerRange = SortingLayerRange.all;
                RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None);
            }
            else
            {
                DrawingSettings unlitDrawSettings = CreateDrawingSettings(k_ShaderTags, ref renderingData,
                                                                          SortingCriteria.CommonTransparent);

                CommandBuffer cmd = CommandBufferPool.Get();
                using (new ProfilingScope(cmd, m_ProfilingSamplerUnlit))
                {
                    CoreUtils.SetRenderTarget(cmd, colorAttachment, depthAttachment, ClearFlag.None, Color.white);
                    cmd.SetGlobalTexture("_ShapeLightTexture0", Texture2D.blackTexture);
                    cmd.SetGlobalTexture("_ShapeLightTexture1", Texture2D.blackTexture);
                    cmd.SetGlobalTexture("_ShapeLightTexture2", Texture2D.blackTexture);
                    cmd.SetGlobalTexture("_ShapeLightTexture3", Texture2D.blackTexture);
                    cmd.SetGlobalFloat("_UseSceneLighting", isLitView ? 1.0f : 0.0f);
                    cmd.SetGlobalColor("_RendererColor", Color.white);
                    cmd.EnableShaderKeyword("USE_SHAPE_LIGHT_TYPE_0");
                }

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

                Profiler.BeginSample("Render Sprites Unlit");
                context.DrawRenderers(renderingData.cullResults, ref unlitDrawSettings, ref filterSettings);
                Profiler.EndSample();

                RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None);
            }
        }
コード例 #7
0
    protected override void Render(ScriptableRenderContext context, Camera[] cameras)
    {
        BeginFrameRendering(context, cameras);

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

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

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

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

            //************************** Start Set TempRT ************************************
            CommandBuffer cmdTempId = new CommandBuffer();
            cmdTempId.name = "(" + camera.name + ")" + "Setup TempRT";

            //Color
            RenderTextureDescriptor colorRTDesc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight);
            colorRTDesc.graphicsFormat  = camera.allowHDR ? m_ColorFormatHDR : m_ColorFormat;
            colorRTDesc.depthBufferBits = depthBufferBits;
            //colorRTDesc.sRGB = (QualitySettings.activeColorSpace == ColorSpace.Linear);
            colorRTDesc.msaaSamples       = camera.allowMSAA ? QualitySettings.antiAliasing : 1;
            colorRTDesc.enableRandomWrite = false;
            cmdTempId.GetTemporaryRT(m_ColorRTid, colorRTDesc, FilterMode.Bilinear);
            debugRTDesc = colorRTDesc;

            context.ExecuteCommandBuffer(cmdTempId);

            cmdTempId.Release();



            //************************** End Set TempRT ************************************

            //Set RenderTarget & Camera clear flag
            CommandBuffer cmd = new CommandBuffer();
            cmd.SetRenderTarget(m_ColorRT); //Set CameraTarget to the color texture
            cmd.ClearRenderTarget(clearDepth, clearColor, camera.backgroundColor);
            MyDebug(camera, context, m_ColorRT, debugRTDesc, null);
            context.ExecuteCommandBuffer(cmd);
            cmd.Release();

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

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

            AfterSkybox(camera, context);

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

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

            //Blit the content back to screen
            CommandBuffer cmdBlitToCam = new CommandBuffer();
            cmdBlitToCam.name = "(" + camera.name + ")" + "Blit back to Camera";
            cmdBlitToCam.Blit(m_ColorRTid, BuiltinRenderTextureType.CameraTarget);
            //Callback
            AfterTransparentObject(camera, context, m_ColorRT, debugRTDesc);


            context.ExecuteCommandBuffer(cmdBlitToCam);
            cmdBlitToCam.Release();

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

            context.Submit();

            EndCameraRendering(context, camera);
        }

        EndFrameRendering(context, cameras);
    }
コード例 #8
0
 private void TestMetric(double value, string expected, int precision)
 {
     Assert.Equal(expected, DrawingSettings.FormatUnits(value, UnitFormat.Metric, precision));
 }
コード例 #9
0
 private void TestArch(double value, string expected, int precision)
 {
     Assert.Equal(expected, DrawingSettings.FormatUnits(value, UnitFormat.Architectural, precision));
 }
コード例 #10
0
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
#if UNITY_EDITOR
            if (!Application.isPlaying)
            {
                s_SortingLayers = SortingLayer.layers;
            }
#endif
            Camera camera = renderingData.cameraData.camera;
            RendererLighting.Setup(m_RendererData);

            CommandBuffer cmd = CommandBufferPool.Get("Render 2D Lighting");

            Profiler.BeginSample("RenderSpritesWithLighting - Create Render Textures");
            RendererLighting.CreateRenderTextures(cmd, camera);
            Profiler.EndSample();

            cmd.SetGlobalFloat("_LightIntensityScale", m_RendererData.lightIntensityScale);
            cmd.SetGlobalFloat("_InverseLightIntensityScale", 1.0f / m_RendererData.lightIntensityScale);
            RendererLighting.SetShapeLightShaderGlobals(cmd);

            context.ExecuteCommandBuffer(cmd);

            Profiler.BeginSample("RenderSpritesWithLighting - Prepare");
            DrawingSettings drawSettings = CreateDrawingSettings(k_CombinedRenderingPassName, ref renderingData, SortingCriteria.CommonTransparent);

            FilteringSettings filterSettings = new FilteringSettings();
            filterSettings.renderQueueRange   = RenderQueueRange.all;
            filterSettings.layerMask          = -1;
            filterSettings.renderingLayerMask = 0xFFFFFFFF;
            filterSettings.sortingLayerRange  = SortingLayerRange.all;
            Profiler.EndSample();

            bool cleared = false;
            for (int i = 0; i < s_SortingLayers.Length; i++)
            {
                short layerValue = (short)s_SortingLayers[i].value;
                filterSettings.sortingLayerRange = new SortingLayerRange(layerValue, layerValue);

                RendererLighting.RenderNormals(context, renderingData.cullResults, drawSettings, filterSettings);

                cmd.Clear();
                int layerToRender = s_SortingLayers[i].id;
                RendererLighting.RenderLights(camera, cmd, layerToRender);

                // This should have an optimization where I can determine if this needs to be called.
                // And the clear is only needed if no previous pass has cleared the camera RT yet.
                var clearFlag  = cleared ? ClearFlag.None : ClearFlag.All;
                var clearColor = renderingData.cameraData.camera.backgroundColor;
                cleared = true;
                SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, clearFlag, clearColor, TextureDimension.Tex2D);

                context.ExecuteCommandBuffer(cmd);

                Profiler.BeginSample("RenderSpritesWithLighting - Draw Renderers");
                context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings);
                Profiler.EndSample();

                cmd.Clear();
                RendererLighting.RenderLightVolumes(camera, cmd, layerToRender);
                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();
            }

            Profiler.BeginSample("RenderSpritesWithLighting - Release RenderTextures");
            RendererLighting.ReleaseRenderTextures(cmd);
            Profiler.EndSample();

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

            filterSettings.sortingLayerRange = SortingLayerRange.all;
            RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None);
        }
コード例 #11
0
        //完整的基本的兰伯特光照脚本
        protected void Render_mutil_light(ScriptableRenderContext renderContext, Camera[] cameras)
        {
            //渲染开始后,创建CommandBuffer;
            if (myCommandBuffer == null)
            {
                myCommandBuffer = new CommandBuffer()
                {
                    name = "SRP Study CB"
                }
            }
            ;

            //将shader中需要的属性参数映射为ID,加速传参
            var D_LightDir   = Shader.PropertyToID("_DLightDir");
            var D_LightColor = Shader.PropertyToID("_DLightColor");
            //在设置灯光参数ID下面增加相机参数ID:
            var _CameraPos = Shader.PropertyToID("_CameraPos");

            var _PLightPos   = Shader.PropertyToID("_PLightPos");
            var _PLightColor = Shader.PropertyToID("_PLightColor");

            //所有相机开始逐次渲染
            foreach (var camera in cameras)
            {
                myCommandBuffer.BeginSample("Render " + camera.name);

                //设置渲染相关相机参数,包含相机的各个矩阵和剪裁平面等
                renderContext.SetupCameraProperties(camera);


                //清理myCommandBuffer,设置渲染目标的颜色为摄像机背景
                var flags = camera.clearFlags;

                //myCommandBuffer.ClearRenderTarget(true,true,camera.backgroundColor);

                myCommandBuffer.ClearRenderTarget((flags & CameraClearFlags.Depth) != 0, (flags & CameraClearFlags.Color) != 0, camera.backgroundColor);

#if UNITY_EDITOR
                //为了在场景视图中看到UI
                //尽管Unity帮我们适配了UI在游戏窗口中显示,但不会在场景窗口显示。
                //UI始终存在于场景窗口中的世界空间中,但是我们必须手动将其注入场景中。
                //通过调用static ScriptableRenderContext.EmitWorldGeometryForSceneView方法(以当前摄像机为参数)来添加UI 。
                //必须在cull之前完成此操作。
                //为了避免游戏窗口中第二次添加UI。我们仅在渲染场景窗口时才发出UI几何。
                //cameraType相机的等于时就是这种情况CameraType.SceneView。
                if (camera.cameraType == CameraType.SceneView)
                {
                    ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
                }
#endif


                //剔除:拿到场景中的所有渲染器,然后剔除那些在摄像机视锥范围之外的渲染器。

                //渲染器:它是附着在游戏对象上的组件,可将它们转变为可以渲染的东西。通常是一个MeshRenderer组件。
                ScriptableCullingParameters cullParam = new ScriptableCullingParameters();
                camera.TryGetCullingParameters(out cullParam);
                cullParam.isOrthographic = false;

                //TODO:避免没有任何可渲染的物体时,往下渲染
                CullingResults cullResults = renderContext.Cull(ref cullParam);
                renderContext.DrawSkybox(camera);

                //在剪裁结果中获取灯光并进行参数获取
                var lights = cullResults.visibleLights;

                int dLightIndex = 0;
                int pLightIndex = 0;
                foreach (var light in lights)
                {
                    //判断灯光类型
                    if (light.lightType == LightType.Directional)
                    {
                        //在限定的灯光数量下,获取参数
                        if (dLightIndex < maxDirectionalLights)
                        {
                            //获取灯光参数,平行光朝向即为灯光Z轴方向。矩阵第一到三列分别为xyz轴项,第四列为位置。
                            Vector4 lightpos = light.localToWorldMatrix.GetColumn(2);
                            //这边获取的灯光的finalColor是灯光颜色乘上强度之后的值,也正好是shader需要的值
                            DLightColors[dLightIndex]       = light.finalColor;
                            DLightDirections[dLightIndex]   = -lightpos;
                            DLightDirections[dLightIndex].w = 0;//方向光的第四个值(W值)为0,点为1.
                            dLightIndex++;
                        }
                    }
                    else
                    {
                        if (light.lightType != LightType.Point)
                        {
                            //其他类型光源部分
                            continue;
                        }
                        else
                        {
                            if (pLightIndex < maxPointLights)
                            {
                                PLightColors[pLightIndex] = light.finalColor;
                                //将点光源的距离设置塞到颜色的A通道
                                PLightColors[pLightIndex].w = light.range;
                                //矩阵第4列为位置
                                PLightPos[pLightIndex] = light.localToWorldMatrix.GetColumn(3);
                                pLightIndex++;
                            }
                        }
                    }
                }

                //传入相机参数。注意是世界空间位置。
                Vector4 cameraPos = camera.transform.position;
                myCommandBuffer.SetGlobalVector(_CameraPos, cameraPos);

                //利用CommandBuffer进将灯光参数组传入Shader
                myCommandBuffer.SetGlobalVectorArray(D_LightColor, DLightColors);
                myCommandBuffer.SetGlobalVectorArray(D_LightDir, DLightDirections);


                myCommandBuffer.SetGlobalVectorArray(_PLightColor, PLightColors);
                myCommandBuffer.SetGlobalVectorArray(_PLightPos, PLightPos);
                myCommandBuffer.EndSample("Render " + camera.name);
                //执行CommandBuffer中的指令
                renderContext.ExecuteCommandBuffer(myCommandBuffer);

                myCommandBuffer.Clear();

                //过滤:决定使用哪些渲染器
                FilteringSettings filtSet = new FilteringSettings(RenderQueueRange.opaque, -1);
                //filtSet.renderQueueRange = RenderQueueRange.opaque;
                //filtSet.layerMask = -1;


                //相机用于设置排序和剔除层,而DrawingSettings控制使用哪个着色器过程进行渲染。

                //决定使用何种渲染排序顺序 对应shader里的	Tags{ "Queue" = "Geometry" } 这属性(不是这个单一属性)
                //opaque涵盖了从0到2500(包括2500)之间的渲染队列。
                SortingSettings sortSet = new SortingSettings(camera)
                {
                    criteria = SortingCriteria.CommonOpaque
                };
                //决定使用何种light mode,对应shader的pass的tag中的LightMode
                DrawingSettings drawSet = new DrawingSettings(new ShaderTagId("BaseLit"), sortSet);


                //1.绘制不透明物体
                renderContext.DrawRenderers(cullResults, ref drawSet, ref filtSet);

                //2.绘制天空球,在不透明物体之后绘制。early-z避免不必要的overdraw。
                renderContext.DrawSkybox(camera);



                //3.绘制透明物体
                //,RenderQueueRange.transparent在渲染天空盒之后,将队列范围更改为从2501到5000,包括5000,然后再次渲染。
                filtSet.renderQueueRange = RenderQueueRange.transparent;
                sortSet.criteria         = SortingCriteria.CommonTransparent;
                //由于我们仅在管道中支持未照明的材质,因此我们将使用Unity的默认未照明通道,该通道由SRPDefaultUnlit标识。
                drawSet = new DrawingSettings(new ShaderTagId("SRPDefaultUnlit"), sortSet);
                renderContext.DrawRenderers(cullResults, ref drawSet, ref filtSet);

                //绘制错误
                //由于我们的管道仅支持未着色的着色器,因此不会渲染使用不同着色器的对象,从而使它们不可见。尽管这是正确的,
                //但它掩盖了某些对象使用错误着色器的事实。如果我们使用Unity的错误着色器可视化这些对象,那将是很好的,
                //因此它们显示为明显不正确的洋红色形状。让我们DrawDefaultPipeline为此添加一个专用方法,其中包含一个上下文和一个camera参数。
                //在绘制透明形状之后,我们将在最后调用它。
                DrawErrorShaderObject(cullResults, renderContext, camera);


                //开始执行渲染内容
                renderContext.Submit();
            }
        }

        RenderTexture shadowMap;
        //void RenderShadows(ScriptableRenderContext context)
        //{
        //    shadowMap = RenderTexture.GetTemporary(512, 512, 16, RenderTextureFormat.Shadowmap);
        //    shadowMap.filterMode = FilterMode.Bilinear;
        //    shadowMap.wrapMode = TextureWrapMode.Clamp;
        //    CoreUtils.SetRenderTarget(shadowBuffer, shadowMap, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, ClearFlag.Depth);
        //    shadowBuffer.BeginSample("Render Shadows");
        //    context.ExecuteCommandBuffer(shadowBuffer);
        //    shadowBuffer.Clear();


        //    shadowBuffer.EndSample("Render shadows");
        //    context.ExecuteCommandBuffer(shadowBuffer);
        //    shadowBuffer.Clear();
        //}
    }
コード例 #12
0
    protected override void Render(ScriptableRenderContext context, Camera[] cameras)
    {
        BeginFrameRendering(cameras);

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

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

            //Camera setup some builtin variables e.g. camera projection matrices etc
            context.SetupCameraProperties(camera);
            camera.depthTextureMode |= DepthTextureMode.MotionVectors | DepthTextureMode.Depth;

            //Setup sort, filter, draw settings
            var sortingSettings = new SortingSettings(camera);

            var drawSettings = new DrawingSettings(m_PassName, sortingSettings);
            drawSettings.perObjectData |= PerObjectData.MotionVectors;

            var filterSettings = new FilteringSettings(RenderQueueRange.all);
            filterSettings.excludeMotionVectorObjects = false;

            InitializeFrameSettings();

#if true
            int iterations = Application.isPlaying && m_AccumulationMode == StochasticRasterizer.AccumulationMode.Finite ? m_AccumulationIterations : 1;
            for (int i = 0; i < iterations; ++i)
            {
                //Clear
                ClearBuffers(context);

                //Sky
                DrawSkybox(camera, context);

                //Shader Inputs
                PushShadingConstants(camera, context, i);

                //Opacity Accumulation
                //RenderOpacity(sortingSettings, drawSettings, filterSettings, cull, context);

                //Stochastic
                RenderStochasticForward(sortingSettings, drawSettings, filterSettings, cull, context);

                //Final Pass
                RenderFinalPass(context, i, camera);
            }
            PresentAccumulation(context);
#endif

            // Gather Shutter-Open information.
            var gpuView = camera.worldToCameraMatrix;
            var gpuProj = GL.GetGPUProjectionMatrix(camera.projectionMatrix, true);

            bool isSceneCam = camera.name == "SceneCamera";
            if (isSceneCam)
            {
                m_ShutterOpenViewMatrix_scene       = gpuView;
                m_ShutterOpenProjectionMatrix_scene = gpuProj;
            }
            else
            {
                m_ShutterOpenViewMatrix_game       = gpuView;
                m_ShutterOpenProjectionMatrix_game = gpuProj;
            }

            //Get the world matrix of an object's transform on shutter close to demonstrate object motion blur
            var hack = camera.GetComponent <StochasticMaterialDebugger>();
            if (hack != null)
            {
                m_ObjectShutterOpenMatrix = hack.FirstObjectMatrix;
            }

            context.Submit();
        }
    }
コード例 #13
0
        private void Render(ScriptableRenderContext context, CommandBuffer cmd, ref RenderingData renderingData, ref FilteringSettings filterSettings, DrawingSettings drawSettings, bool debugRender)
        {
            if (debugRender)
            {
                foreach (DebugRenderSetup debugRenderSetup in DebugHandler.CreateDebugRenderSetupEnumerable(context, cmd))
                {
                    DrawingSettings debugDrawSettings = debugRenderSetup.CreateDrawingSettings(ref renderingData, drawSettings);

                    if (debugRenderSetup.GetRenderStateBlock(out RenderStateBlock renderStateBlock))
                    {
                        context.DrawRenderers(renderingData.cullResults, ref debugDrawSettings, ref filterSettings, ref renderStateBlock);
                    }
                    else
                    {
                        context.DrawRenderers(renderingData.cullResults, ref debugDrawSettings, ref filterSettings);
                    }
                }
            }
            else
            {
                context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings);
            }
        }
コード例 #14
0
 public DrawingArgs(DrawingSettings drawingSetting) : base()
 {
     DrawingSetting = drawingSetting;
 }
コード例 #15
0
        /// <inheritdoc/>
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            // NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name").
            // Currently there's an issue which results in mismatched markers.
            CommandBuffer cmd = CommandBufferPool.Get();

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

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

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

                Camera camera    = renderingData.cameraData.camera;
                var    sortFlags = (m_IsOpaque) ? renderingData.cameraData.defaultOpaqueSortFlags : SortingCriteria.CommonTransparent;
                if (renderingData.cameraData.renderer.useDepthPriming && m_IsOpaque && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth))
                {
                    sortFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder;
                }

                var filterSettings = m_FilteringSettings;

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

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

                var activeDebugHandler = GetActiveDebugHandler(renderingData);
                if (activeDebugHandler != null)
                {
                    activeDebugHandler.DrawWithDebugRenderState(context, cmd, ref renderingData, ref drawSettings, ref filterSettings, ref m_RenderStateBlock,
                                                                (ScriptableRenderContext ctx, ref RenderingData data, ref DrawingSettings ds, ref FilteringSettings fs, ref RenderStateBlock rsb) =>
                    {
                        ctx.DrawRenderers(data.cullResults, ref ds, ref fs, ref rsb);
                    });
                }
                else
                {
                    context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings, ref m_RenderStateBlock);

                    // Render objects that did not match any shader pass with error shader
                    RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None);
                }
            }
            context.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);
        }
コード例 #16
0
        private void ParseFail(string text)
        {
            double temp;

            Assert.False(DrawingSettings.TryParseUnits(text, out temp));
        }
コード例 #17
0
    void Render(ScriptableRenderContext context, Camera camera)
    {
        ScriptableCullingParameters cullingParameters;

        if (!camera.TryGetCullingParameters(out cullingParameters))
        {
            return;
        }

        // cull
        cullingResults = context.Cull(ref cullingParameters);
        context.SetupCameraProperties(camera);

        // clear
        CameraClearFlags clearFlags = camera.clearFlags;

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

        // shadow
        RenderShadows(context);

        // light constans
        ConfigureLights();
        cameraBuffer.SetGlobalVectorArray(visibleLightColorsId, visibleLightColors);
        cameraBuffer.SetGlobalVectorArray(visibleLightDirectionsOrPositionsId, visibleLightDirectionsOrPositions);
        cameraBuffer.SetGlobalVectorArray(visibleLightAttenuationsId, visisbleLightAtenuations);
        cameraBuffer.SetGlobalVectorArray(visibleLightSpotDirectionsId, visisbleLightSpotDirections);

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

        // draw oqaque mesh
        var sortingSettings = new SortingSettings(camera);
        var drawSettings    = new DrawingSettings(unlitShaderTagId, sortingSettings)
        {
            enableDynamicBatching = enableDynamicBatching,
            enableInstancing      = enableInstancing,
            perObjectData         = PerObjectData.LightProbe |
                                    PerObjectData.ReflectionProbes |
                                    PerObjectData.Lightmaps | PerObjectData.ShadowMask |
                                    PerObjectData.LightProbeProxyVolume |
                                    PerObjectData.OcclusionProbe |
                                    PerObjectData.LightData | PerObjectData.LightIndices,
        };

        for (int i = 0; i < legacyShaderTagIds.Length; i++)
        {
            drawSettings.SetShaderPassName(i + 1, legacyShaderTagIds[i]);
        }
        var filterSettings = new FilteringSettings(RenderQueueRange.opaque);

        context.DrawRenderers(cullingResults, ref drawSettings, ref filterSettings);

        // draw skybox
        context.DrawSkybox(camera);

        // draw transparent mesh
        filterSettings = new FilteringSettings(RenderQueueRange.transparent);
        context.DrawRenderers(cullingResults, ref drawSettings, ref filterSettings);

        cameraBuffer.EndSample("Render Camera");

        // commit
        context.Submit();

        // release
        if (shadowMap)
        {
            RenderTexture.ReleaseTemporary(shadowMap);
            shadowMap = null;
        }
    }
コード例 #18
0
        public override void FrameUpdate(PipelineCamera cam, ref PipelineCommandData data)
        {
            CommandBuffer        buffer  = data.buffer;
            RenderClusterOptions options = new RenderClusterOptions
            {
                command        = buffer,
                frustumPlanes  = proper.frustumPlanes,
                cullingShader  = data.resources.shaders.gpuFrustumCulling,
                terrainCompute = data.resources.shaders.terrainCompute
            };
            FilteringSettings alphaTestFilter = new FilteringSettings
            {
                layerMask          = cam.cam.cullingMask,
                renderingLayerMask = 1,
                renderQueueRange   = new RenderQueueRange(2450, 2499)
            };
            FilteringSettings opaqueFilter = new FilteringSettings
            {
                layerMask          = cam.cam.cullingMask,
                renderingLayerMask = 1,
                renderQueueRange   = new RenderQueueRange(2000, 2449)
            };
            FilteringSettings mvFilter = new FilteringSettings
            {
                layerMask          = cam.cam.cullingMask,
                renderingLayerMask = 1,
                renderQueueRange   = RenderQueueRange.opaque
            };
            DrawingSettings depthAlphaTestDrawSettings = new DrawingSettings(new ShaderTagId("Depth"),
                                                                             new SortingSettings(cam.cam)
            {
                criteria = SortingCriteria.QuantizedFrontToBack
            })
            {
                perObjectData         = UnityEngine.Rendering.PerObjectData.None,
                enableDynamicBatching = false,
                enableInstancing      = false
            };
            DrawingSettings depthOpaqueDrawSettings = new DrawingSettings(new ShaderTagId("Depth"),
                                                                          new SortingSettings(cam.cam)
            {
                criteria = SortingCriteria.QuantizedFrontToBack
            })
            {
                perObjectData             = UnityEngine.Rendering.PerObjectData.None,
                enableDynamicBatching     = false,
                enableInstancing          = false,
                overrideMaterial          = proper.overrideOpaqueMaterial,
                overrideMaterialPassIndex = 1
            };
            DrawingSettings drawSettings = new DrawingSettings(new ShaderTagId("GBuffer"), new SortingSettings(cam.cam)
            {
                criteria = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges
            })
            {
                perObjectData         = UnityEngine.Rendering.PerObjectData.Lightmaps,
                enableDynamicBatching = false,
                enableInstancing      = false
            };
            DrawingSettings mvDraw = new DrawingSettings(new ShaderTagId("MotionVector"), new SortingSettings {
                criteria = SortingCriteria.None
            })
            {
                perObjectData         = UnityEngine.Rendering.PerObjectData.None,
                enableDynamicBatching = false,
                enableInstancing      = false
            };

            //Draw Depth Prepass
            data.buffer.SetRenderTarget(ShaderIDs._DepthBufferTexture);
            data.buffer.ClearRenderTarget(true, false, Color.black);
            cullHandle.Complete();
            var lst = CustomDrawRequest.allEvents;

            foreach (var i in gbufferCullResults)
            {
                lst[i].DrawDepthPrepass(buffer);
            }
            SceneController.RenderScene(ref data, ref opaqueFilter, ref depthOpaqueDrawSettings, ref proper.cullResults);
            data.context.DrawRenderers(proper.cullResults, ref depthAlphaTestDrawSettings, ref alphaTestFilter);
            //Draw GBuffer
            data.buffer.SetRenderTarget(colors: cam.targets.gbufferIdentifier, depth: ShaderIDs._DepthBufferTexture);
            data.buffer.ClearRenderTarget(false, true, Color.black);
            HizOcclusionData hizOccData;

            if (useHiZ)
            {
                hizOccData = IPerCameraData.GetProperty(cam, () => new HizOcclusionData());
                SceneController.DrawCluster_LastFrameDepthHiZ(ref options, hizOccData, clusterMat, cam);
            }

            foreach (var i in gbufferCullResults)
            {
                lst[i].DrawGBuffer(buffer);
            }
            SceneController.RenderScene(ref data, ref opaqueFilter, ref drawSettings, ref proper.cullResults);
            if (useHiZ)
            {
                SceneController.DrawCluster_RecheckHiz(ref options, ref hizDepth, hizOccData, clusterMat, linearMat, cam);
            }
            //Draw AlphaTest

            /* SortingSettings st = drawSettings.sortingSettings;
             * st.criteria = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges;
             * drawSettings.sortingSettings = st;*/
            SceneController.RenderScene(ref data, ref alphaTestFilter, ref drawSettings, ref proper.cullResults);
            //Draw Depth
            data.buffer.Blit(ShaderIDs._DepthBufferTexture, ShaderIDs._CameraDepthTexture);
            //Draw Motion Vector
            data.buffer.SetRenderTarget(color: ShaderIDs._CameraMotionVectorsTexture, depth: ShaderIDs._DepthBufferTexture);
            foreach (var i in gbufferCullResults)
            {
                lst[i].DrawMotionVector(buffer);
            }
            SceneController.RenderScene(ref data, ref mvFilter, ref mvDraw, ref proper.cullResults);
            //Draw Static Global Motion Vector
            data.buffer.DrawMesh(GraphicsUtility.mesh, Matrix4x4.identity, motionVecMat, 0, 0);
            //Generate DownSampled GBuffer
            if ((ao != null && ao.Enabled) || (reflection != null && reflection.Enabled && reflection.ssrEvents.enabled))
            {
                int2 res = int2(cam.cam.pixelWidth, cam.cam.pixelHeight) / 2;
                data.buffer.GetTemporaryRT(ShaderIDs._DownSampledGBuffer1, res.x, res.y, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear, 1, false);
                data.buffer.GetTemporaryRT(ShaderIDs._DownSampledGBuffer2, res.x, res.y, 0, FilterMode.Point, RenderTextureFormat.ARGB2101010, RenderTextureReadWrite.Linear, 1, false);
                data.buffer.GetTemporaryRT(ShaderIDs._DownSampledDepthTexture, res.x, res.y, 0, FilterMode.Point, RenderTextureFormat.RHalf, RenderTextureReadWrite.Linear, 1, false);
                downSampledGBuffers[0] = ShaderIDs._DownSampledDepthTexture;
                downSampledGBuffers[1] = ShaderIDs._DownSampledGBuffer1;
                downSampledGBuffers[2] = ShaderIDs._DownSampledGBuffer2;
                data.buffer.SetRenderTarget(colors: downSampledGBuffers, depth: downSampledGBuffers[0]);
                data.buffer.DrawMesh(GraphicsUtility.mesh, Matrix4x4.identity, downSampleMat, 0, 0);
                RenderPipeline.ReleaseRTAfterFrame(ShaderIDs._DownSampledGBuffer1);
                RenderPipeline.ReleaseRTAfterFrame(ShaderIDs._DownSampledGBuffer2);
                RenderPipeline.ReleaseRTAfterFrame(ShaderIDs._DownSampledDepthTexture);
                //TODO
            }
        }
        static public void RenderNormals(ScriptableRenderContext renderContext, CullingResults cullResults, DrawingSettings drawSettings, FilteringSettings filterSettings)
        {
            var cmd = CommandBufferPool.Get("Clear Normals");

            cmd.SetRenderTarget(s_NormalsTarget.Identifier());
            cmd.ClearRenderTarget(true, true, k_NormalClearColor);
            renderContext.ExecuteCommandBuffer(cmd);
            CommandBufferPool.Release(cmd);

            drawSettings.SetShaderPassName(0, k_NormalsRenderingPassName);
            renderContext.DrawRenderers(cullResults, ref drawSettings, ref filterSettings);
        }
コード例 #20
0
        public static void RenderNormals(this IRenderPass2D pass, ScriptableRenderContext context, RenderingData renderingData, DrawingSettings drawSettings, FilteringSettings filterSettings, RenderTargetIdentifier depthTarget, CommandBuffer cmd, LightStats lightStats)
        {
            using (new ProfilingScope(cmd, m_ProfilingSampler))
            {
                // figure out the scale
                var normalRTScale = 0.0f;

                if (depthTarget != BuiltinRenderTextureType.None)
                {
                    normalRTScale = 1.0f;
                }
                else
                {
                    normalRTScale = Mathf.Clamp(pass.rendererData.lightRenderTextureScale, 0.01f, 1.0f);
                }

                pass.CreateNormalMapRenderTexture(renderingData, cmd, normalRTScale);


                var msaaEnabled = renderingData.cameraData.cameraTargetDescriptor.msaaSamples > 1;
                var storeAction = msaaEnabled ? RenderBufferStoreAction.Resolve : RenderBufferStoreAction.Store;
                var clearFlag   = pass.rendererData.useDepthStencilBuffer ? ClearFlag.All : ClearFlag.Color;
                if (depthTarget != BuiltinRenderTextureType.None)
                {
                    CoreUtils.SetRenderTarget(cmd,
                                              pass.rendererData.normalsRenderTarget, RenderBufferLoadAction.DontCare, storeAction,
                                              depthTarget, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store,
                                              clearFlag, k_NormalClearColor);
                }
                else
                {
                    CoreUtils.SetRenderTarget(cmd, pass.rendererData.normalsRenderTarget, RenderBufferLoadAction.DontCare, storeAction, clearFlag, k_NormalClearColor);
                }

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

                drawSettings.SetShaderPassName(0, k_NormalsRenderingPassName);
                context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings);
            }
        }
コード例 #21
0
    protected override void Render(ScriptableRenderContext context, Camera[] cameras)
    {
        BeginFrameRendering(context, cameras);

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

            BeginCameraRendering(context, camera);

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

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

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

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

            //Camera clear flag
            CommandBuffer cmd = new CommandBuffer();
            cmd.name = "Cam:" + camera.name + " ClearFlag";
            cmd.ClearRenderTarget(clearDepth, clearColor, camera.backgroundColor);
            context.ExecuteCommandBuffer(cmd);
            cmd.Release();

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

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

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

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

            context.Submit();

            EndCameraRendering(context, camera);
        }

        EndFrameRendering(context, cameras);
    }
コード例 #22
0
ファイル: MyPipeline.cs プロジェクト: MBE2FL/GDW
    private void Render(ScriptableRenderContext context, Camera camera)
    {
        /* Attempt to cull the current camera.
         * If it fails to cull, don't render anything to this camera.
         */
        ScriptableCullingParameters cullingParameters;

        if (!camera.TryGetCullingParameters(out cullingParameters))
        {
            return;
        }

#if UNITY_EDITOR
        // For rendering UI in the scene view
        if (camera.cameraType == CameraType.SceneView)
        {
            ScriptableRenderContext.EmitWorldGeometryForSceneView(camera);
        }
#endif

        cullingResults = context.Cull(ref cullingParameters);


        // Setup properties for a specific camera.
        context.SetupCameraProperties(camera);


        /* Creates a graphics command buffer.
         * This particular one is told to clear the depth buffer, not the colour, and to set the clear colour to transparent.
         * It finally releases the memory it has, as the commands have been sent to the internal buffer of the rendering context.
         */
        //var buffer = new CommandBuffer();
        //buffer.ClearRenderTarget(true, false, Color.clear);
        //context.ExecuteCommandBuffer(buffer);
        //buffer.Release();

        /* Creates a graphics command buffer.
         * This particular one is told to clear the depth buffer, not the colour, and to set the clear colour to transparent.
         * It finally releases the memory it has, as the commands have been sent to the internal buffer of the rendering context.
         */
        CameraClearFlags clearFlags = camera.clearFlags;
        buffer.ClearRenderTarget((clearFlags & CameraClearFlags.Depth) != 0, (clearFlags & CameraClearFlags.Color) != 0, camera.backgroundColor);
        buffer.BeginSample("Render Camera");    // Start nested grouping for command buffer (For Frame Debugger)
        context.ExecuteCommandBuffer(buffer);
        //buffer.Release();
        buffer.Clear();


        // Once culling and clearing have been completed we can draw the appropriate renderers.
        var drawSettings   = new DrawingSettings(new ShaderTagId("SRPDefaultUnlit"), new SortingSettings(camera));
        var filterSettings = FilteringSettings.defaultValue;
        // Only render the opaque objects first. To avoid transparent objects being drawn behind the skybox.
        filterSettings.renderQueueRange = RenderQueueRange.opaque;
        context.DrawRenderers(cullingResults, ref drawSettings, ref filterSettings);


        // Check for any problems drawing objects with custom pipeline.
        DrawDefaultPipeline(context, camera);


        // Draws a skybox to the specified camera.
        context.DrawSkybox(camera);


        // After all the opaque objects have been drawn, draw the transparent objects.
        filterSettings.renderQueueRange = RenderQueueRange.transparent;
        context.DrawRenderers(cullingResults, ref drawSettings, ref filterSettings);

        // End nested grouping for command buffer (For Frame Debugger)
        buffer.EndSample("Render Camera");
        context.ExecuteCommandBuffer(buffer);
        buffer.Clear();


        // Commands sent to the rendering context are just buffered. They are only excuted once we submit them.
        context.Submit();
    }
        // Here you can implement the rendering logic.
        // Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
        // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
        // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            CommandBuffer cb = CommandBufferPool.Get("SSPR");

            int dispatchThreadGroupXCount = GetRTWidth() / SHADER_NUMTHREAD_X;  //divide by shader's numthreads.x
            int dispatchThreadGroupYCount = GetRTHeight() / SHADER_NUMTHREAD_Y; //divide by shader's numthreads.y
            int dispatchThreadGroupZCount = 1;                                  //divide by shader's numthreads.z

            if (settings.ShouldRenderSSPR)
            {
                cb.SetComputeVectorParam(cs, Shader.PropertyToID("_RTSize"), new Vector2(GetRTWidth(), GetRTHeight()));
                cb.SetComputeFloatParam(cs, Shader.PropertyToID("_HorizontalPlaneHeightWS"), settings.HorizontalReflectionPlaneHeightWS);

                cb.SetComputeFloatParam(cs, Shader.PropertyToID("_FadeOutScreenBorderWidthVerticle"), settings.FadeOutScreenBorderWidthVerticle);
                cb.SetComputeFloatParam(cs, Shader.PropertyToID("_FadeOutScreenBorderWidthHorizontal"), settings.FadeOutScreenBorderWidthHorizontal);
                cb.SetComputeVectorParam(cs, Shader.PropertyToID("_CameraDirection"), renderingData.cameraData.camera.transform.forward);
                cb.SetComputeFloatParam(cs, Shader.PropertyToID("_ScreenLRStretchIntensity"), settings.ScreenLRStretchIntensity);
                cb.SetComputeFloatParam(cs, Shader.PropertyToID("_ScreenLRStretchThreshold"), settings.ScreenLRStretchThreshold);
                cb.SetComputeVectorParam(cs, Shader.PropertyToID("_FinalTintColor"), settings.TintColor);


                if (ShouldUseSinglePassUnsafeAllowFlickeringDirectResolve())
                {
                    ////////////////////////////////////////////////
                    //Android Path
                    ////////////////////////////////////////////////

                    //kernel MobilePathsinglePassColorRTDirectResolve
                    int kernel_MobilePathSinglePassColorRTDirectResolve = cs.FindKernel("MobilePathSinglePassColorRTDirectResolve");
                    cb.SetComputeTextureParam(cs, kernel_MobilePathSinglePassColorRTDirectResolve, "ColorRT", _SSPR_ColorRT_rti);
                    cb.SetComputeTextureParam(cs, kernel_MobilePathSinglePassColorRTDirectResolve, "PosWSyRT", _SSPR_PosWSyRT_rti);
                    cb.SetComputeTextureParam(cs, kernel_MobilePathSinglePassColorRTDirectResolve, "_CameraOpaqueTexture", new RenderTargetIdentifier("_CameraOpaqueTexture"));
                    cb.SetComputeTextureParam(cs, kernel_MobilePathSinglePassColorRTDirectResolve, "_CameraDepthTexture", new RenderTargetIdentifier("_CameraDepthTexture"));
                    cb.DispatchCompute(cs, kernel_MobilePathSinglePassColorRTDirectResolve, dispatchThreadGroupXCount, dispatchThreadGroupYCount, dispatchThreadGroupZCount);
                }
                else
                {
                    ////////////////////////////////////////////////
                    //Non-Android Path (PC/console..)
                    ////////////////////////////////////////////////

                    //kernel NonMobilePathClear
                    int kernel_NonMobilePathClear = cs.FindKernel("NonMobilePathClear");
                    cb.SetComputeTextureParam(cs, kernel_NonMobilePathClear, "HashRT", _SSPR_PackedDataRT_rti);
                    cb.SetComputeTextureParam(cs, kernel_NonMobilePathClear, "ColorRT", _SSPR_ColorRT_rti);
                    cb.DispatchCompute(cs, kernel_NonMobilePathClear, dispatchThreadGroupXCount, dispatchThreadGroupYCount, dispatchThreadGroupZCount);

                    //kernel NonMobilePathRenderHashRT
                    int kernel_NonMobilePathRenderHashRT = cs.FindKernel("NonMobilePathRenderHashRT");
                    cb.SetComputeTextureParam(cs, kernel_NonMobilePathRenderHashRT, "HashRT", _SSPR_PackedDataRT_rti);
                    cb.SetComputeTextureParam(cs, kernel_NonMobilePathRenderHashRT, "_CameraDepthTexture", new RenderTargetIdentifier("_CameraDepthTexture"));

                    cb.DispatchCompute(cs, kernel_NonMobilePathRenderHashRT, dispatchThreadGroupXCount, dispatchThreadGroupYCount, dispatchThreadGroupZCount);

                    //resolve to ColorRT
                    int kernel_NonMobilePathResolveColorRT = cs.FindKernel("NonMobilePathResolveColorRT");
                    cb.SetComputeTextureParam(cs, kernel_NonMobilePathResolveColorRT, "_CameraOpaqueTexture", new RenderTargetIdentifier("_CameraOpaqueTexture"));
                    cb.SetComputeTextureParam(cs, kernel_NonMobilePathResolveColorRT, "ColorRT", _SSPR_ColorRT_rti);
                    cb.SetComputeTextureParam(cs, kernel_NonMobilePathResolveColorRT, "HashRT", _SSPR_PackedDataRT_rti);
                    cb.DispatchCompute(cs, kernel_NonMobilePathResolveColorRT, dispatchThreadGroupXCount, dispatchThreadGroupYCount, dispatchThreadGroupZCount);
                }

                //optional shared pass to improve result only: fill RT hole
                if (settings.ApplyFillHoleFix)
                {
                    int kernel_FillHoles = cs.FindKernel("FillHoles");
                    cb.SetComputeTextureParam(cs, kernel_FillHoles, "ColorRT", _SSPR_ColorRT_rti);
                    cb.SetComputeTextureParam(cs, kernel_FillHoles, "PackedDataRT", _SSPR_PackedDataRT_rti);
                    cb.DispatchCompute(cs, kernel_FillHoles, Mathf.CeilToInt(dispatchThreadGroupXCount / 2f), Mathf.CeilToInt(dispatchThreadGroupYCount / 2f), dispatchThreadGroupZCount);
                }

                //send out to global, for user's shader to sample reflection result RT (_MobileSSPR_ColorRT)
                //where _MobileSSPR_ColorRT's rgb is reflection color, a is reflection usage 0~1 for user's shader to lerp with fallback reflection probe's rgb
                cb.SetGlobalTexture(_SSPR_ColorRT_pid, _SSPR_ColorRT_rti);
                cb.EnableShaderKeyword("_MobileSSPR");
            }
            else
            {
                //allow user to skip SSPR related code if disabled
                cb.DisableShaderKeyword("_MobileSSPR");
            }

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

            //======================================================================
            //draw objects(e.g. reflective wet ground plane) with lightmode "MobileSSPR", which will sample _MobileSSPR_ColorRT
            DrawingSettings   drawingSettings   = CreateDrawingSettings(lightMode_SSPR_sti, ref renderingData, SortingCriteria.CommonOpaque);
            FilteringSettings filteringSettings = new FilteringSettings(RenderQueueRange.all);

            context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings);
        }
コード例 #24
0
 public static void RenderScene(ref PipelineCommandData data, ref FilteringSettings filterSettings, ref DrawingSettings drawSettings, ref CullingResults cullResults)
 {
     data.ExecuteCommandBuffer();
     data.context.DrawRenderers(cullResults, ref drawSettings, ref filterSettings);
 }
コード例 #25
0
        private void Render(ScriptableRenderContext context, CommandBuffer cmd, ref RenderingData renderingData, ref FilteringSettings filterSettings, DrawingSettings drawSettings)
        {
            var activeDebugHandler = GetActiveDebugHandler(renderingData);

            if (activeDebugHandler != null)
            {
                RenderStateBlock renderStateBlock = new RenderStateBlock();
                activeDebugHandler.DrawWithDebugRenderState(context, cmd, ref renderingData, ref drawSettings, ref filterSettings, ref renderStateBlock,
                                                            (ScriptableRenderContext ctx, ref RenderingData data, ref DrawingSettings ds, ref FilteringSettings fs, ref RenderStateBlock rsb) =>
                {
                    ctx.DrawRenderers(data.cullResults, ref ds, ref fs, ref rsb);
                });
            }
            else
            {
                context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings);
            }
        }
コード例 #26
0
        public void PipelineUpdate(ref PipelineCommandData data)
        {
            if (renderingCommand.Length <= 0)
            {
                return;
            }
            CommandBuffer buffer = data.buffer;

            for (int i = 0; i < renderingCommand.Length; ++i)
            {
                ref CameraState             orthoCam = ref renderingCommand[i];
                ScriptableCullingParameters cullParam;
                bool rendering = orthoCam.cullingMask != 0;
                if (rendering)
                {
                    transform.position   = orthoCam.position;
                    transform.rotation   = orthoCam.rotation;
                    cam.orthographicSize = orthoCam.size;
                    cam.nearClipPlane    = orthoCam.nearClipPlane;
                    cam.farClipPlane     = orthoCam.farClipPlane;
                    cam.cullingMask      = orthoCam.cullingMask;
                    rendering            = cam.TryGetCullingParameters(out cullParam);
                    if (rendering)
                    {
                        data.context.SetupCameraProperties(cam);
                        cullParam.cullingMask    = (uint)orthoCam.cullingMask;
                        cullParam.cullingOptions = CullingOptions.ForceEvenIfCameraIsNotActive;
                        CullingResults    result = data.context.Cull(ref cullParam);
                        FilteringSettings filter = new FilteringSettings
                        {
                            layerMask          = orthoCam.cullingMask,
                            renderingLayerMask = 1,
                            renderQueueRange   = new RenderQueueRange(1000, 5000)
                        };
                        SortingSettings sort = new SortingSettings(cam)
                        {
                            criteria = SortingCriteria.RenderQueue
                        };
                        DrawingSettings drawS = new DrawingSettings(new ShaderTagId("TerrainDecal"), sort)
                        {
                            perObjectData = UnityEngine.Rendering.PerObjectData.None
                        };
                        DrawingSettings drawH = new DrawingSettings(new ShaderTagId("TerrainDisplacement"), sort)
                        {
                            perObjectData = UnityEngine.Rendering.PerObjectData.None
                        };

                        ComputeShader copyShader = data.resources.shaders.texCopyShader;
                        buffer.SetGlobalVector(ShaderIDs._MaskScaleOffset, float4(orthoCam.maskScaleOffset, (float)(1.0 / MTerrain.current.terrainData.displacementScale)));
                        buffer.SetGlobalInt(ShaderIDs._OffsetIndex, orthoCam.heightIndex);
                        var terrainData = MTerrain.current.terrainData;
                        buffer.SetGlobalVector(ShaderIDs._HeightScaleOffset, (float4)double4(terrainData.heightScale, terrainData.heightOffset, 1, 1));
                        buffer.GetTemporaryRT(RenderTargets.gbufferIndex[0], MTerrain.COLOR_RESOLUTION, MTerrain.COLOR_RESOLUTION, 16, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear, 1, true);
                        buffer.GetTemporaryRT(RenderTargets.gbufferIndex[2], MTerrain.COLOR_RESOLUTION, MTerrain.COLOR_RESOLUTION, 0, FilterMode.Point, RenderTextureFormat.RGHalf, RenderTextureReadWrite.Linear, 1, true);
                        buffer.GetTemporaryRT(RenderTargets.gbufferIndex[1], MTerrain.COLOR_RESOLUTION, MTerrain.COLOR_RESOLUTION, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear, 1, true);
                        idfs[0] = RenderTargets.gbufferIndex[0];
                        idfs[1] = RenderTargets.gbufferIndex[2];
                        idfs[2] = RenderTargets.gbufferIndex[1];
                        buffer.SetComputeIntParam(copyShader, ShaderIDs._Count, orthoCam.depthSlice);
                        buffer.SetComputeTextureParam(copyShader, 7, ShaderIDs._VirtualMainTex, orthoCam.albedoRT);
                        buffer.SetComputeTextureParam(copyShader, 7, ShaderIDs._VirtualBumpMap, orthoCam.normalRT);
                        buffer.SetComputeTextureParam(copyShader, 7, ShaderIDs._VirtualSMO, orthoCam.smoRT);
                        buffer.SetComputeTextureParam(copyShader, 7, RenderTargets.gbufferIndex[0], RenderTargets.gbufferIndex[0]);
                        buffer.SetComputeTextureParam(copyShader, 7, RenderTargets.gbufferIndex[1], RenderTargets.gbufferIndex[1]);
                        buffer.SetComputeTextureParam(copyShader, 7, RenderTargets.gbufferIndex[2], RenderTargets.gbufferIndex[2]);
                        const int disp = MTerrain.COLOR_RESOLUTION / 8;
                        buffer.DispatchCompute(copyShader, 7, disp, disp, 1);
                        buffer.SetRenderTarget(colors: idfs, depth: idfs[0]);
                        buffer.ClearRenderTarget(true, false, new Color(0, 0, 0, 0));
                        data.ExecuteCommandBuffer();
                        data.context.DrawRenderers(result, ref drawS, ref filter);

                        buffer.SetComputeTextureParam(copyShader, 6, ShaderIDs._VirtualMainTex, orthoCam.albedoRT);
                        buffer.SetComputeTextureParam(copyShader, 6, ShaderIDs._VirtualBumpMap, orthoCam.normalRT);
                        buffer.SetComputeTextureParam(copyShader, 6, ShaderIDs._VirtualSMO, orthoCam.smoRT);
                        buffer.SetComputeTextureParam(copyShader, 6, RenderTargets.gbufferIndex[0], RenderTargets.gbufferIndex[0]);
                        buffer.SetComputeTextureParam(copyShader, 6, RenderTargets.gbufferIndex[1], RenderTargets.gbufferIndex[1]);
                        buffer.SetComputeTextureParam(copyShader, 6, RenderTargets.gbufferIndex[2], RenderTargets.gbufferIndex[2]);
                        buffer.DispatchCompute(copyShader, 6, disp, disp, 1);
                        buffer.ReleaseTemporaryRT(RenderTargets.gbufferIndex[1]);
                        buffer.ReleaseTemporaryRT(RenderTargets.gbufferIndex[2]);
                        buffer.ReleaseTemporaryRT(RenderTargets.gbufferIndex[0]);

                        buffer.SetRenderTarget(color: heightTempTex.colorBuffer, depth: heightTempTex.depthBuffer, 0);
                        buffer.ClearRenderTarget(true, true, Color.black);
                        data.ExecuteCommandBuffer();
                        data.context.DrawRenderers(result, ref drawH, ref filter);
                        buffer.GenerateMips(heightTempTex);
                        buffer.CopyTexture(heightTempTex, 0, 2, orthoCam.heightRT, orthoCam.depthSlice, 0);
                    }
                }
                if (!rendering)
                {
                    buffer.SetRenderTarget(orthoCam.heightRT, mipLevel: 0, cubemapFace: CubemapFace.Unknown, depthSlice: orthoCam.depthSlice);
                    buffer.ClearRenderTarget(false, true, Color.black);
                }
                MTerrain.current.GenerateMips(orthoCam.depthSlice, buffer);
                data.ExecuteCommandBuffer();
                data.context.Submit();
            }
コード例 #27
0
    /// <summary>
    /// 绘制场景
    /// </summary>
    private void drawVisibleGeometry()
    {
        //渲染不透明物体
        var sortingSettings = new SortingSettings(m_camera)
        {
            criteria = SortingCriteria.CommonOpaque
        };
        var drawingSettings   = new DrawingSettings(s_unlitShaderTagId, sortingSettings);
        var filteringSettings = new FilteringSettings(RenderQueueRange.opaque);

        //设置单个物体输入灯光数据
        if (m_cullingResults.visibleLights.Length > 0)
        {
            drawingSettings.perObjectData = PerObjectData.LightData | PerObjectData.LightIndices;
        }

        //设置启用反射探针
        drawingSettings.perObjectData |= PerObjectData.ReflectionProbes;

        //是否开启动态批处理
        drawingSettings.enableDynamicBatching = m_params.bDynamicBatching;
        //是否开启GPU Instancing
        drawingSettings.enableInstancing = m_params.bInsancing;

        //提交绘制命令
        m_context.DrawRenderers(m_cullingResults, ref drawingSettings, ref filteringSettings);

        //处理不透明物体的后处理
        if (m_activeStack)
        {
            if (m_needsDepthOnlyPass)
            {
                //单独渲染一次深度纹理
                var sortSetting = new SortingSettings(m_camera);

                var depthOnlyDrawSettings   = new DrawingSettings(new ShaderTagId("DepthOnly"), sortSetting);
                var depthOnlyFilterSettings = new FilteringSettings();
                depthOnlyFilterSettings.renderQueueRange = RenderQueueRange.opaque;

                m_cameraBuffer.SetRenderTarget(s_cameraDepthTextureId, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);

                m_cameraBuffer.ClearRenderTarget(true, false, Color.clear);

                executeBuffer(m_cameraBuffer);

                m_context.DrawRenderers(m_cullingResults, ref depthOnlyDrawSettings, ref depthOnlyFilterSettings);
            }

            SPostProcessingParam p = new SPostProcessingParam
            {
                cb            = m_postProcessingBuffer,
                cameraColorId = s_cameraColorTextureId,
                cameraDepthId = s_cameraDepthTextureId,
                width         = m_renderSize.x,
                height        = m_renderSize.y,
                samples       = m_renderSamples,
                format        = m_format
            };

            //调用不透明后处理
            m_activeStack.RenderAfterOpaque(p);
            executeBuffer(m_postProcessingBuffer);

            //设置相机渲染纹理
            if (m_needsDirectDepth)
            {
                m_cameraBuffer.SetRenderTarget(s_cameraColorTextureId,
                                               RenderBufferLoadAction.Load, RenderBufferStoreAction.Store,
                                               s_cameraDepthTextureId,
                                               RenderBufferLoadAction.Load, RenderBufferStoreAction.Store);
            }
            else
            {
                m_cameraBuffer.SetRenderTarget(s_cameraColorTextureId, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store);
            }
            executeBuffer(m_cameraBuffer);
        }

        //渲染天空盒
        m_context.DrawSkybox(m_camera);

        //渲染不透明物体
        sortingSettings.criteria           = SortingCriteria.CommonTransparent;
        drawingSettings.sortingSettings    = sortingSettings;
        filteringSettings.renderQueueRange = RenderQueueRange.transparent;
        m_context.DrawRenderers(m_cullingResults, ref drawingSettings, ref filteringSettings);

        //进行不透明后处理
        if (m_renderToTexture)
        {
            //进行后处理
            if (m_activeStack)
            {
                m_activeStack.RenderAfterTransparent();
                executeBuffer(m_postProcessingBuffer);
            }
            else
            {
                m_cameraBuffer.Blit(s_cameraColorTextureId, BuiltinRenderTextureType.CameraTarget);
            }

            //释放掉相机纹理
            m_cameraBuffer.ReleaseTemporaryRT(s_cameraColorTextureId);
            if (m_needsDepth)
            {
                m_cameraBuffer.ReleaseTemporaryRT(s_cameraDepthTextureId);
            }
        }
    }
コード例 #28
0
        protected override void Render(ScriptableRenderContext context, Camera[] cameras)
        {
            BeginFrameRendering(cameras);

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

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

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

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

                //Color Texture Descriptor
                RenderTextureDescriptor colorRTDesc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight);
                colorRTDesc.graphicsFormat    = m_ColorFormat;
                colorRTDesc.depthBufferBits   = depthBufferBits;
                colorRTDesc.sRGB              = (QualitySettings.activeColorSpace == ColorSpace.Linear);
                colorRTDesc.msaaSamples       = 1;
                colorRTDesc.enableRandomWrite = true; //For compute

                //Depth Texture Descriptor
                RenderTextureDescriptor depthRTDesc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight);
                depthRTDesc.colorFormat     = RenderTextureFormat.Depth;
                depthRTDesc.depthBufferBits = depthBufferBits;

                //Set texture temp RT
                CommandBuffer cmdTempId = new CommandBuffer();
                cmdTempId.name = "(" + camera.name + ")" + "Setup TempRT";
                cmdTempId.GetTemporaryRT(m_ColorRTid, colorRTDesc, FilterMode.Bilinear);
                cmdTempId.GetTemporaryRT(m_DepthRTid, depthRTDesc, FilterMode.Bilinear);
                context.ExecuteCommandBuffer(cmdTempId);
                cmdTempId.Release();

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

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

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

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

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

                //Camera clear flag
                CommandBuffer cmd = new CommandBuffer();
                cmd.SetRenderTarget(m_ColorRT); //Remember to set target
                cmd.ClearRenderTarget(clearDepth, clearColor, camera.backgroundColor);
                context.ExecuteCommandBuffer(cmd);
                cmd.Release();

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

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

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

                //Run Compute shader
                if (m_PipelineAsset.computeShader != null)
                {
                    CommandBuffer cmdCompute = new CommandBuffer();
                    cmdCompute.name = "(" + camera.name + ")" + "Compute";
                    cmdCompute.SetComputeIntParam(m_PipelineAsset.computeShader, "range", m_PipelineAsset.detectRange);
                    cmdCompute.SetComputeFloatParam(m_PipelineAsset.computeShader, "detect", m_PipelineAsset.edgeDetect);
                    cmdCompute.SetComputeTextureParam(m_PipelineAsset.computeShader, _kernel, m_ColorRTid, m_ColorRT);
                    cmdCompute.SetComputeTextureParam(m_PipelineAsset.computeShader, _kernel, m_DepthRTid, m_DepthRT);
                    cmdCompute.DispatchCompute(m_PipelineAsset.computeShader, _kernel, camera.pixelWidth / 8 + 1, camera.pixelHeight / 8 + 1, 1);
                    context.ExecuteCommandBuffer(cmdCompute);
                    cmdCompute.Release();
                }

                //Blit the content back to screen
                CommandBuffer cmdBlitToCam = new CommandBuffer();
                cmdBlitToCam.name = "(" + camera.name + ")" + "Blit back to Camera";
                cmdBlitToCam.Blit(m_ColorRT, BuiltinRenderTextureType.CameraTarget);
                context.ExecuteCommandBuffer(cmdBlitToCam);
                cmdBlitToCam.Release();

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

                context.Submit();
            }
        }
コード例 #29
0
        public override void FrameUpdate(PipelineCamera cam, ref PipelineCommandData data)
        {
            CommandBuffer        buffer  = data.buffer;
            RenderClusterOptions options = new RenderClusterOptions
            {
                command        = buffer,
                frustumPlanes  = proper.frustumPlanes,
                cullingShader  = data.resources.shaders.gpuFrustumCulling,
                terrainCompute = data.resources.shaders.terrainCompute
            };
            FilteringSettings alphaTestFilter = new FilteringSettings
            {
                layerMask          = cam.cam.cullingMask,
                renderingLayerMask = 1,
                renderQueueRange   = new RenderQueueRange(2450, 2499)
            };
            FilteringSettings opaqueFilter = new FilteringSettings
            {
                layerMask          = cam.cam.cullingMask,
                renderingLayerMask = 1,
                renderQueueRange   = new RenderQueueRange(2000, 2449)
            };
            DrawingSettings depthAlphaTestDrawSettings = new DrawingSettings(new ShaderTagId("Depth"),
                                                                             new SortingSettings(cam.cam)
            {
                criteria = SortingCriteria.OptimizeStateChanges
            }
                                                                             )
            {
                perObjectData         = UnityEngine.Rendering.PerObjectData.None,
                enableDynamicBatching = true,
                enableInstancing      = false
            };
            DrawingSettings depthOpaqueDrawSettings = new DrawingSettings(new ShaderTagId("Depth"),
                                                                          new SortingSettings(cam.cam)
            {
                criteria = SortingCriteria.None
            })
            {
                perObjectData             = UnityEngine.Rendering.PerObjectData.None,
                enableDynamicBatching     = true,
                enableInstancing          = false,
                overrideMaterial          = proper.overrideOpaqueMaterial,
                overrideMaterialPassIndex = 1
            };

            DrawingSettings drawSettings = new DrawingSettings(new ShaderTagId("GBuffer"), new SortingSettings(cam.cam)
            {
                criteria = SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges
            })
            {
                perObjectData         = UnityEngine.Rendering.PerObjectData.Lightmaps,
                enableDynamicBatching = true,
                enableInstancing      = false
            };

            //Draw Depth Prepass
            data.buffer.SetRenderTarget(ShaderIDs._DepthBufferTexture);
            data.buffer.ClearRenderTarget(true, false, Color.black);
            cullHandle.Complete();
            var lst = CustomDrawRequest.allEvents;

            foreach (var i in gbufferCullResults)
            {
                lst[i].DrawDepthPrepass(buffer);
            }
            HizOcclusionData hizOccData = null;

            PipelineFunctions.UpdateFrustumMinMaxPoint(buffer, proper.frustumMinPoint, proper.frustumMaxPoint);
            if (useHiZ && SceneController.gpurpEnabled)
            {
#if UNITY_EDITOR
                if (Application.isPlaying)
                {
#endif
                hizOccData = IPerCameraData.GetProperty(cam, (c) => new HizOcclusionData(c.cam.pixelWidth));
                hizOccData.UpdateWidth(cam.cam.pixelWidth);
                SceneController.CullCluster_LastFrameDepthHiZ(ref options, hizOccData, cam);
                buffer.DrawProceduralIndirect(Matrix4x4.identity, clusterMat, 2, MeshTopology.Triangles, SceneController.baseBuffer.instanceCountBuffer, 0);

#if UNITY_EDITOR
            }
#endif
            }
            RenderStateBlock depthBlock = new RenderStateBlock
            {
                depthState = new DepthState(true, CompareFunction.Less),
                mask       = RenderStateMask.Depth
            };
            SceneController.RenderScene(ref data, ref opaqueFilter, ref depthOpaqueDrawSettings, ref proper.cullResults, ref depthBlock);
            data.context.DrawRenderers(proper.cullResults, ref depthAlphaTestDrawSettings, ref alphaTestFilter);
            decalEvt.FrameUpdate(cam, ref data);
            //Draw GBuffer
            data.buffer.SetRenderTarget(colors: cam.targets.gbufferIdentifier, depth: ShaderIDs._DepthBufferTexture);
            data.buffer.ClearRenderTarget(false, true, Color.black);


            foreach (var i in gbufferCullResults)
            {
                lst[i].DrawGBuffer(buffer);
            }
            if (useHiZ && SceneController.gpurpEnabled)
            {
#if UNITY_EDITOR
                if (Application.isPlaying)
                {
#endif
                buffer.SetGlobalBuffer(ShaderIDs._MaterialBuffer, data.resources.clusterResources.vmManager.materialBuffer);
                buffer.SetGlobalBuffer(ShaderIDs._TriangleMaterialBuffer, SceneController.baseBuffer.triangleMaterialBuffer);
                buffer.SetGlobalTexture(ShaderIDs._GPURPMainTex, data.resources.clusterResources.rgbaPool.rt);
                buffer.SetGlobalTexture(ShaderIDs._GPURPEmissionMap, data.resources.clusterResources.emissionPool.rt);
                buffer.SetGlobalTexture(ShaderIDs._GPURPBumpMap, data.resources.clusterResources.normalPool.rt);
                buffer.SetGlobalTexture(ShaderIDs._GPURPHeightMap, data.resources.clusterResources.heightPool.rt);
                buffer.DrawProceduralIndirect(Matrix4x4.identity, clusterMat, 0, MeshTopology.Triangles, SceneController.baseBuffer.instanceCountBuffer, 0);
#if UNITY_EDITOR
            }
#endif
            }
            SceneController.RenderScene(ref data, ref opaqueFilter, ref drawSettings, ref proper.cullResults);
            if (MTerrain.current)
            {
                MTerrain.current.DrawTerrain(buffer, 0, proper.frustumPlanes);
            }

            //Draw AlphaTest

            /* SortingSettings st = drawSettings.sortingSettings;
             * st.criteria = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges;
             * drawSettings.sortingSettings = st;*/
            SceneController.RenderScene(ref data, ref alphaTestFilter, ref drawSettings, ref proper.cullResults);
            //Draw Recheck HIZ Occlusion
            if (useHiZ && SceneController.gpurpEnabled)
            {
#if UNITY_EDITOR
                if (Application.isPlaying)
#endif
                SceneController.DrawCluster_RecheckHiz(ref options, ref hizDepth, hizOccData, clusterMat, linearMat, cam);
            }
            //Draw Depth
            data.buffer.Blit(ShaderIDs._DepthBufferTexture, ShaderIDs._CameraDepthTexture);
            if (needUpdateGeometryBuffer)
            {
                needUpdateGeometryBuffer = false;
                data.ExecuteCommandBuffer();
                data.context.ExecuteCommandBuffer(m_afterGeometryBuffer);
                m_afterGeometryBuffer.Clear();
            }
        }
コード例 #30
0
ファイル: SRP0502.cs プロジェクト: MashiroShina/CustomSRP
    protected override void Render(ScriptableRenderContext context, Camera[] cameras)
    {
        BeginFrameRendering(context, cameras);

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

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

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

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

            //Color Texture Descriptor
            RenderTextureDescriptor colorRTDesc = new RenderTextureDescriptor(camera.pixelWidth, camera.pixelHeight);
            colorRTDesc.graphicsFormat    = m_ColorFormat;
            colorRTDesc.depthBufferBits   = depthBufferBits;
            colorRTDesc.sRGB              = (QualitySettings.activeColorSpace == ColorSpace.Linear);
            colorRTDesc.msaaSamples       = 1;
            colorRTDesc.enableRandomWrite = false;

            //Set Temp RT & set render target to the RT
            CommandBuffer cmdTempId = new CommandBuffer();
            cmdTempId.name = "(" + camera.name + ")" + "Setup TempRT";
            cmdTempId.GetTemporaryRT(m_ColorRTid, colorRTDesc, FilterMode.Bilinear);
            context.ExecuteCommandBuffer(cmdTempId);
            cmdTempId.Release();

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

            //Camera clear flag
            CommandBuffer cmd = new CommandBuffer();
            cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
            cmd.ClearRenderTarget(true, true, Color.blue);
            context.ExecuteCommandBuffer(cmd);
            cmd.Release();

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

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

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

            //Blit to color texture
            CommandBuffer cmdBlitToTex = new CommandBuffer();
            cmdBlitToTex.name = "(" + camera.name + ")" + "Blit to Color Texture";
            cmdBlitToTex.Blit(BuiltinRenderTextureType.CameraTarget, m_ColorRT);
            cmdBlitToTex.SetGlobalTexture(m_ColorRTid, m_ColorRT);
            //cmdBlitToTex.Blit(m_ColorRTid,BuiltinRenderTextureType.CameraTarget);
            cmdBlitToTex.SetRenderTarget(BuiltinRenderTextureType.CameraTarget); //Blit will change target, so make sure to reset it
            context.ExecuteCommandBuffer(cmdBlitToTex);
            cmdBlitToTex.Release();

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

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

            context.Submit();

            EndCameraRendering(context, camera);
        }

        EndFrameRendering(context, cameras);
    }