public CustomRenderPipeline(CustomRenderPipelineAsset asset)
        {
            m_Asset = asset;

            SceneViewUtil.SetRenderingFeatures();

            PerFrameBuffer._GlossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor");
            PerFrameBuffer._SubtractiveShadowColor = Shader.PropertyToID("_SubtractiveShadowColor");

            // Lights are culled per-camera. Therefore we need to reset light buffers on each camera render
            PerCameraBuffer._MainLightPosition            = Shader.PropertyToID("_MainLightPosition");
            PerCameraBuffer._MainLightColor               = Shader.PropertyToID("_MainLightColor");
            PerCameraBuffer._MainLightDistanceAttenuation = Shader.PropertyToID("_MainLightDistanceAttenuation");
            PerCameraBuffer._MainLightSpotDir             = Shader.PropertyToID("_MainLightSpotDir");
            PerCameraBuffer._MainLightSpotAttenuation     = Shader.PropertyToID("_MainLightSpotAttenuation");
            PerCameraBuffer._MainLightCookie              = Shader.PropertyToID("_MainLightCookie");
            PerCameraBuffer._WorldToLight                       = Shader.PropertyToID("_WorldToLight");
            PerCameraBuffer._AdditionalLightCount               = Shader.PropertyToID("_AdditionalLightCount");
            PerCameraBuffer._AdditionalLightPosition            = Shader.PropertyToID("_AdditionalLightPosition");
            PerCameraBuffer._AdditionalLightColor               = Shader.PropertyToID("_AdditionalLightColor");
            PerCameraBuffer._AdditionalLightDistanceAttenuation = Shader.PropertyToID("_AdditionalLightDistanceAttenuation");
            PerCameraBuffer._AdditionalLightSpotDir             = Shader.PropertyToID("_AdditionalLightSpotDir");
            PerCameraBuffer._AdditionalLightSpotAttenuation     = Shader.PropertyToID("_AdditionalLightSpotAttenuation");

            CameraRenderTargetID.color     = Shader.PropertyToID("_CameraColorRT");
            CameraRenderTargetID.copyColor = Shader.PropertyToID("_CameraCopyColorRT");
            CameraRenderTargetID.depth     = Shader.PropertyToID("_CameraDepthTexture");
            CameraRenderTargetID.depthCopy = Shader.PropertyToID("_CameraCopyDepthTexture");

            m_ColorRT     = new RenderTargetIdentifier(CameraRenderTargetID.color);
            m_CopyColorRT = new RenderTargetIdentifier(CameraRenderTargetID.copyColor);
            m_DepthRT     = new RenderTargetIdentifier(CameraRenderTargetID.depth);
            m_CopyDepth   = new RenderTargetIdentifier(CameraRenderTargetID.depthCopy);

            // Let engine know we have MSAA on for cases where we support MSAA backbuffer
            if (QualitySettings.antiAliasing != m_Asset.MSAASampleCount)
            {
                QualitySettings.antiAliasing = m_Asset.MSAASampleCount;
            }

            Shader.globalRenderPipeline = "LightweightPipeline";

            m_ErrorMaterial = CoreUtils.CreateEngineMaterial("Hidden/InternalErrorShader");

            m_LightManager  = new LightManager(asset);
            m_ShadowManager = new ShadowManager(asset);
            m_TextureUtil   = new TextureUtil(asset);
            m_CullingUtil   = new CullingUtil();
        }
예제 #2
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        public FrameRenderingConfiguration SetupFrameRenderingConfiguration(CameraContext cameraContext, ShadowManager shadowManager)
        {
            var configuration = (cameraContext.StereoEnabled) ? FrameRenderingConfiguration.Stereo : FrameRenderingConfiguration.None;

            if (cameraContext.StereoEnabled && XRSettings.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)
            {
                m_IntermediateTextureArray = true;
            }
            else
            {
                m_IntermediateTextureArray = false;
            }

            var  camera              = cameraContext.Camera;
            bool hdrEnabled          = m_Asset.SupportsHDR && camera.allowHDR;
            bool intermediateTexture = camera.targetTexture != null || camera.cameraType == CameraType.SceneView ||
                                       m_Asset.RenderScale < 1.0f || hdrEnabled;

            m_ColorFormat            = hdrEnabled ? RenderTextureFormat.DefaultHDR : RenderTextureFormat.Default;
            m_RequireCopyColor       = false;
            m_DepthRenderBuffer      = false;
            m_CameraPostProcessLayer = camera.GetComponent <PostProcessLayer>();

            bool msaaEnabled = camera.allowMSAA && m_Asset.MSAASampleCount > 1 && (camera.targetTexture == null || camera.targetTexture.antiAliasing > 1);

            // TODO: PostProcessing and SoftParticles are currently not support for VR
            bool postProcessEnabled = m_CameraPostProcessLayer != null && m_CameraPostProcessLayer.enabled && !cameraContext.StereoEnabled;

            m_RequireDepthTexture = m_Asset.RequireDepthTexture && !cameraContext.StereoEnabled;
            if (postProcessEnabled)
            {
                m_RequireDepthTexture = true;
                intermediateTexture   = true;

                configuration |= FrameRenderingConfiguration.PostProcess;
                if (m_CameraPostProcessLayer.HasOpaqueOnlyEffects(m_PostProcessRenderContext))
                {
                    configuration |= FrameRenderingConfiguration.BeforeTransparentPostProcess;
                    if (m_CameraPostProcessLayer.sortedBundles[PostProcessEvent.BeforeTransparent].Count == 1)
                    {
                        m_RequireCopyColor = true;
                    }
                }
            }

            if (cameraContext.SceneViewCamera)
            {
                m_RequireDepthTexture = true;
            }

            if (shadowManager.Shadows)
            {
                m_RequireDepthTexture = shadowManager.IsScreenSpace;

                if (!msaaEnabled)
                {
                    intermediateTexture = true;
                }
            }

            if (msaaEnabled)
            {
                configuration      |= FrameRenderingConfiguration.Msaa;
                intermediateTexture = intermediateTexture || !LightweightUtils.PlatformSupportsMSAABackBuffer();
            }

            if (m_RequireDepthTexture)
            {
                // If msaa is enabled we don't use a depth renderbuffer as we might not have support to Texture2DMS to resolve depth.
                // Instead we use a depth prepass and whenever depth is needed we use the 1 sample depth from prepass.
                // Screen space shadows require depth before opaque shading.
                if (!msaaEnabled && !shadowManager.Shadows)
                {
                    bool supportsDepthCopy = m_CopyTextureSupport != CopyTextureSupport.None && m_Asset.CopyDepthShader.isSupported;
                    m_DepthRenderBuffer = true;
                    intermediateTexture = true;

                    // If requiring a camera depth texture we need separate depth as it reads/write to depth at same time
                    // Post process doesn't need the copy
                    if (!m_Asset.RequireDepthTexture && postProcessEnabled)
                    {
                        configuration |= (supportsDepthCopy) ? FrameRenderingConfiguration.DepthCopy : FrameRenderingConfiguration.DepthPrePass;
                    }
                }
                else
                {
                    configuration |= FrameRenderingConfiguration.DepthPrePass;
                }
            }

            Rect cameraRect = camera.rect;

            if (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f || Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f))
            {
                configuration |= FrameRenderingConfiguration.DefaultViewport;
            }
            else
            {
                intermediateTexture = true;
            }

            if (intermediateTexture)
            {
                configuration |= FrameRenderingConfiguration.IntermediateTexture;
            }

            return(configuration);
        }