public static void RenderSingleCamera(LightweightRenderPipeline pipelineInstance, ScriptableRenderContext context, Camera camera, IRendererSetup setup = null) { if (pipelineInstance == null) { Debug.LogError("Trying to render a camera with an invalid render pipeline instance."); return; } CommandBuffer cmd = CommandBufferPool.Get(k_RenderCameraTag); using (new ProfilingSample(cmd, k_RenderCameraTag)) { CameraData cameraData; PipelineSettings settings = pipelineInstance.settings; ScriptableRenderer renderer = pipelineInstance.renderer; InitializeCameraData(settings, camera, out cameraData); SetupPerCameraShaderConstants(cameraData); ScriptableCullingParameters cullingParameters; if (!camera.TryGetCullingParameters(cameraData.isStereoEnabled, out cullingParameters)) { CommandBufferPool.Release(cmd); return; } cullingParameters.shadowDistance = Mathf.Min(cameraData.maxShadowDistance, camera.farClipPlane); context.ExecuteCommandBuffer(cmd); cmd.Clear(); #if UNITY_EDITOR // Emit scene view UI if (cameraData.isSceneViewCamera) { ScriptableRenderContext.EmitWorldGeometryForSceneView(camera); } #endif var cullResults = context.Cull(ref cullingParameters); RenderingData renderingData; InitializeRenderingData(settings, ref cameraData, ref cullResults, renderer.maxVisibleAdditionalLights, renderer.maxPerObjectAdditionalLights, out renderingData); var setupToUse = setup; if (setupToUse == null) { setupToUse = defaultRendererSetup; } renderer.Clear(); setupToUse.Setup(renderer, ref renderingData); renderer.Execute(context, ref renderingData); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); context.Submit(); #if UNITY_EDITOR Handles.DrawGizmos(camera); #endif } }
public static void RenderSingleCamera(ScriptableRenderContext context, PipelineSettings settings, Camera camera, ref CullResults cullResults, IRendererSetup setup, ScriptableRenderer renderer) { string renderCameraTag = camera.name; CommandBuffer cmd = CommandBufferPool.Get(renderCameraTag); using (new ProfilingSample(cmd, renderCameraTag)) { CameraData cameraData; InitializeCameraData(settings, camera, out cameraData); SetupPerCameraShaderConstants(cameraData); ScriptableCullingParameters cullingParameters; if (!CullResults.GetCullingParameters(camera, cameraData.isStereoEnabled, out cullingParameters)) { CommandBufferPool.Release(cmd); return; } cullingParameters.shadowDistance = Mathf.Min(cameraData.maxShadowDistance, camera.farClipPlane); context.ExecuteCommandBuffer(cmd); cmd.Clear(); #if UNITY_EDITOR // Emit scene view UI if (cameraData.isSceneViewCamera) { ScriptableRenderContext.EmitWorldGeometryForSceneView(camera); } #endif CullResults.Cull(ref cullingParameters, context, ref cullResults); List <VisibleLight> visibleLights = cullResults.visibleLights; RenderingData renderingData; InitializeRenderingData(settings, ref cameraData, visibleLights, renderer.maxSupportedLocalLightsPerPass, renderer.maxSupportedVertexLights, out renderingData); var setupToUse = setup; if (setupToUse == null) { setupToUse = defaultRendererSetup; } setupToUse.Setup(renderer, ref context, ref cullResults, ref renderingData); renderer.Execute(ref context, ref cullResults, ref renderingData); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); context.Submit(); } }
public void Setup(ScriptableRenderer renderer, ref RenderingData renderingData) { Init(); Camera camera = renderingData.cameraData.camera; renderer.SetupPerObjectLightIndices(ref renderingData.cullResults, ref renderingData.lightData); RenderTextureDescriptor baseDescriptor = ScriptableRenderer.CreateRenderTextureDescriptor(ref renderingData.cameraData); RenderTextureDescriptor shadowDescriptor = baseDescriptor; shadowDescriptor.dimension = TextureDimension.Tex2D; bool mainLightShadows = false; if (renderingData.shadowData.supportsMainLightShadows) { mainLightShadows = m_MainLightShadowCasterPass.Setup(m_MainLightShadowmap, ref renderingData); if (mainLightShadows) { renderer.EnqueuePass(m_MainLightShadowCasterPass); } } if (renderingData.shadowData.supportsAdditionalLightShadows) { bool additionalLightShadows = m_AdditionalLightsShadowCasterPass.Setup(m_AdditionalLightsShadowmap, ref renderingData, renderer.maxVisibleAdditionalLights); if (additionalLightShadows) { renderer.EnqueuePass(m_AdditionalLightsShadowCasterPass); } } bool resolveShadowsInScreenSpace = mainLightShadows && renderingData.shadowData.requiresScreenSpaceShadowResolve; bool requiresDepthPrepass = resolveShadowsInScreenSpace || renderingData.cameraData.isSceneViewCamera || (renderingData.cameraData.requiresDepthTexture && (!CanCopyDepth(ref renderingData.cameraData))); // For now VR requires a depth prepass until we figure out how to properly resolve texture2DMS in stereo requiresDepthPrepass |= renderingData.cameraData.isStereoEnabled; renderer.EnqueuePass(m_SetupForwardRenderingPass); camera.GetComponents(m_AfterDepthpasses); camera.GetComponents(m_AfterOpaquePasses); camera.GetComponents(m_AfterOpaquePostProcessPasses); camera.GetComponents(m_AfterSkyboxPasses); camera.GetComponents(m_AfterTransparentPasses); camera.GetComponents(m_AfterRenderPasses); if (requiresDepthPrepass) { m_DepthOnlyPass.Setup(baseDescriptor, m_DepthTexture, SampleCount.One); renderer.EnqueuePass(m_DepthOnlyPass); foreach (var pass in m_AfterDepthpasses) { renderer.EnqueuePass(pass.GetPassToEnqueue(m_DepthOnlyPass.descriptor, m_DepthTexture)); } } if (resolveShadowsInScreenSpace) { m_ScreenSpaceShadowResolvePass.Setup(baseDescriptor, m_ScreenSpaceShadowmap); renderer.EnqueuePass(m_ScreenSpaceShadowResolvePass); } bool requiresRenderToTexture = RequiresIntermediateColorTexture(ref renderingData.cameraData, baseDescriptor) || m_AfterDepthpasses.Count != 0 || m_AfterOpaquePasses.Count != 0 || m_AfterOpaquePostProcessPasses.Count != 0 || m_AfterSkyboxPasses.Count != 0 || m_AfterTransparentPasses.Count != 0 || m_AfterRenderPasses.Count != 0; RenderTargetHandle colorHandle = RenderTargetHandle.CameraTarget; RenderTargetHandle depthHandle = RenderTargetHandle.CameraTarget; var sampleCount = (SampleCount)renderingData.cameraData.msaaSamples; if (requiresRenderToTexture) { colorHandle = m_ColorAttachment; depthHandle = m_DepthAttachment; m_CreateLightweightRenderTexturesPass.Setup(baseDescriptor, colorHandle, depthHandle, sampleCount); renderer.EnqueuePass(m_CreateLightweightRenderTexturesPass); } if (renderingData.cameraData.isStereoEnabled) { renderer.EnqueuePass(m_BeginXrRenderingPass); } var rendererConfiguration = ScriptableRenderer.GetRendererConfiguration(renderingData.lightData.additionalLightsCount); m_SetupLightweightConstants.Setup(renderer.maxVisibleAdditionalLights, renderer.perObjectLightIndices); renderer.EnqueuePass(m_SetupLightweightConstants); m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, ScriptableRenderer.GetCameraClearFlag(camera), camera.backgroundColor, rendererConfiguration); renderer.EnqueuePass(m_RenderOpaqueForwardPass); foreach (var pass in m_AfterOpaquePasses) { renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle)); } if (renderingData.cameraData.postProcessEnabled && renderingData.cameraData.postProcessLayer.HasOpaqueOnlyEffects(renderer.postProcessingContext)) { m_CreatePostOpaqueColorPass.Setup(baseDescriptor, m_ColorAttachmentAfterOpaquePost, sampleCount); renderer.EnqueuePass(m_CreatePostOpaqueColorPass); m_OpaquePostProcessPass.Setup(baseDescriptor, colorHandle, m_ColorAttachmentAfterOpaquePost, true, false); renderer.EnqueuePass(m_OpaquePostProcessPass); colorHandle = m_ColorAttachmentAfterOpaquePost; foreach (var pass in m_AfterOpaquePostProcessPasses) { renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle)); } } if (camera.clearFlags == CameraClearFlags.Skybox) { m_DrawSkyboxPass.Setup(colorHandle, depthHandle); renderer.EnqueuePass(m_DrawSkyboxPass); } foreach (var pass in m_AfterSkyboxPasses) { renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle)); } if (renderingData.cameraData.requiresDepthTexture && !requiresDepthPrepass) { m_CopyDepthPass.Setup(depthHandle, m_DepthTexture); renderer.EnqueuePass(m_CopyDepthPass); } if (renderingData.cameraData.requiresOpaqueTexture) { m_CopyColorPass.Setup(colorHandle, m_OpaqueColor); renderer.EnqueuePass(m_CopyColorPass); } m_RenderTransparentForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, rendererConfiguration); renderer.EnqueuePass(m_RenderTransparentForwardPass); foreach (var pass in m_AfterTransparentPasses) { renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle)); } bool afterRenderExists = m_AfterRenderPasses.Count != 0; // if we have additional filters // we need to stay in a RT if (afterRenderExists) { // perform post with src / dest the same if (renderingData.cameraData.postProcessEnabled) { m_CreatePostTransparentColorPass.Setup(baseDescriptor, m_ColorAttachmentAfterTransparentPost, sampleCount); renderer.EnqueuePass(m_CreatePostTransparentColorPass); m_PostProcessPass.Setup(baseDescriptor, colorHandle, m_ColorAttachmentAfterTransparentPost, false, false); renderer.EnqueuePass(m_PostProcessPass); colorHandle = m_ColorAttachmentAfterTransparentPost; } //execute after passes foreach (var pass in m_AfterRenderPasses) { renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle)); } //now blit into the final target if (colorHandle != RenderTargetHandle.CameraTarget) { m_FinalBlitPass.Setup(baseDescriptor, colorHandle); renderer.EnqueuePass(m_FinalBlitPass); } } else { if (renderingData.cameraData.postProcessEnabled) { m_PostProcessPass.Setup(baseDescriptor, colorHandle, RenderTargetHandle.CameraTarget, false, renderingData.cameraData.camera.targetTexture == null); renderer.EnqueuePass(m_PostProcessPass); } else if (colorHandle != RenderTargetHandle.CameraTarget) { m_FinalBlitPass.Setup(baseDescriptor, colorHandle); renderer.EnqueuePass(m_FinalBlitPass); } } if (renderingData.cameraData.isStereoEnabled) { renderer.EnqueuePass(m_EndXrRenderingPass); } #if UNITY_EDITOR if (renderingData.cameraData.isSceneViewCamera) { m_SceneViewDepthCopyPass.Setup(m_DepthTexture); renderer.EnqueuePass(m_SceneViewDepthCopyPass); } #endif }
public void Setup(ScriptableRenderer renderer, ref RenderingData renderingData) { Init(); Camera camera = renderingData.cameraData.camera; renderer.SetupPerObjectLightIndices(ref renderingData.cullResults, ref renderingData.lightData); RenderTextureDescriptor baseDescriptor = ScriptableRenderer.CreateRenderTextureDescriptor(ref renderingData.cameraData); RenderTextureDescriptor shadowDescriptor = baseDescriptor; shadowDescriptor.dimension = TextureDimension.Tex2D; bool mainLightShadows = false; if (renderingData.shadowData.supportsMainLightShadows) { mainLightShadows = m_MainLightShadowCasterPass.Setup(MainLightShadowmap, ref renderingData); if (mainLightShadows) { renderer.EnqueuePass(m_MainLightShadowCasterPass); } } if (renderingData.shadowData.supportsAdditionalLightShadows) { bool additionalLightShadows = m_AdditionalLightsShadowCasterPass.Setup(AdditionalLightsShadowmap, ref renderingData, renderer.maxVisibleAdditionalLights); if (additionalLightShadows) { renderer.EnqueuePass(m_AdditionalLightsShadowCasterPass); } } bool resolveShadowsInScreenSpace = mainLightShadows && renderingData.shadowData.requiresScreenSpaceShadowResolve; bool requiresDepthPrepass = resolveShadowsInScreenSpace || renderingData.cameraData.isSceneViewCamera || (renderingData.cameraData.requiresDepthTexture && (!CanCopyDepth(ref renderingData.cameraData) || renderingData.cameraData.isOffscreenRender)); // For now VR requires a depth prepass until we figure out how to properly resolve texture2DMS in stereo requiresDepthPrepass |= renderingData.cameraData.isStereoEnabled; renderer.EnqueuePass(m_SetupForwardRenderingPass); if (requiresDepthPrepass) { m_DepthOnlyPass.Setup(baseDescriptor, DepthTexture, SampleCount.One); renderer.EnqueuePass(m_DepthOnlyPass); foreach (var pass in camera.GetComponents <IAfterDepthPrePass>()) { renderer.EnqueuePass(pass.GetPassToEnqueue(m_DepthOnlyPass.descriptor, DepthTexture)); } } if (resolveShadowsInScreenSpace) { m_ScreenSpaceShadowResolvePass.Setup(baseDescriptor, ScreenSpaceShadowmap); renderer.EnqueuePass(m_ScreenSpaceShadowResolvePass); } bool requiresRenderToTexture = ScriptableRenderer.RequiresIntermediateColorTexture(ref renderingData.cameraData, baseDescriptor); RenderTargetHandle colorHandle = RenderTargetHandle.CameraTarget; RenderTargetHandle depthHandle = RenderTargetHandle.CameraTarget; if (requiresRenderToTexture) { colorHandle = ColorAttachment; depthHandle = DepthAttachment; var sampleCount = (SampleCount)renderingData.cameraData.msaaSamples; m_CreateLightweightRenderTexturesPass.Setup(baseDescriptor, colorHandle, depthHandle, sampleCount); renderer.EnqueuePass(m_CreateLightweightRenderTexturesPass); } if (renderingData.cameraData.isStereoEnabled) { renderer.EnqueuePass(m_BeginXrRenderingPass); } RendererConfiguration rendererConfiguration = ScriptableRenderer.GetRendererConfiguration(renderingData.lightData.additionalLightsCount); m_SetupLightweightConstants.Setup(renderer.maxVisibleAdditionalLights, renderer.perObjectLightIndices); renderer.EnqueuePass(m_SetupLightweightConstants); m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, ScriptableRenderer.GetCameraClearFlag(camera), camera.backgroundColor, rendererConfiguration); renderer.EnqueuePass(m_RenderOpaqueForwardPass); foreach (var pass in camera.GetComponents <IAfterOpaquePass>()) { renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle)); } if (renderingData.cameraData.postProcessEnabled && renderingData.cameraData.postProcessLayer.HasOpaqueOnlyEffects(renderer.postProcessingContext)) { m_OpaquePostProcessPass.Setup(baseDescriptor, colorHandle); renderer.EnqueuePass(m_OpaquePostProcessPass); foreach (var pass in camera.GetComponents <IAfterOpaquePostProcess>()) { renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle)); } } if (camera.clearFlags == CameraClearFlags.Skybox) { m_DrawSkyboxPass.Setup(colorHandle, depthHandle); renderer.EnqueuePass(m_DrawSkyboxPass); } foreach (var pass in camera.GetComponents <IAfterSkyboxPass>()) { renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle)); } if (renderingData.cameraData.requiresDepthTexture && !requiresDepthPrepass) { m_CopyDepthPass.Setup(depthHandle, DepthTexture); renderer.EnqueuePass(m_CopyDepthPass); } if (renderingData.cameraData.requiresOpaqueTexture) { m_CopyColorPass.Setup(colorHandle, OpaqueColor); renderer.EnqueuePass(m_CopyColorPass); } m_RenderTransparentForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, rendererConfiguration); renderer.EnqueuePass(m_RenderTransparentForwardPass); foreach (var pass in camera.GetComponents <IAfterTransparentPass>()) { renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle)); } if (!renderingData.cameraData.isStereoEnabled && renderingData.cameraData.postProcessEnabled) { m_TransparentPostProcessPass.Setup(baseDescriptor, colorHandle, BuiltinRenderTextureType.CameraTarget); renderer.EnqueuePass(m_TransparentPostProcessPass); } else if (!renderingData.cameraData.isOffscreenRender && colorHandle != RenderTargetHandle.CameraTarget) { m_FinalBlitPass.Setup(baseDescriptor, colorHandle); renderer.EnqueuePass(m_FinalBlitPass); } foreach (var pass in camera.GetComponents <IAfterRender>()) { renderer.EnqueuePass(pass.GetPassToEnqueue()); } if (renderingData.cameraData.isStereoEnabled) { renderer.EnqueuePass(m_EndXrRenderingPass); } #if UNITY_EDITOR if (renderingData.cameraData.isSceneViewCamera) { m_SceneViewDepthCopyPass.Setup(DepthTexture); renderer.EnqueuePass(m_SceneViewDepthCopyPass); } #endif }
public void Setup(ScriptableRenderer renderer, ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData) { renderer.Clear(); renderer.EnqueuePass(m_RenderPass); }
/// <summary> /// Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation /// </summary> /// <param name="renderer">The currently executing renderer. Contains configuration for the current execute call.</param> /// <param name="context">Use this render context to issue any draw commands during execution</param> /// <param name="renderingData">Current rendering state information</param> public abstract void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData);