/// <summary>
 /// Configure the pass
 /// </summary>
 /// <param name="baseDescriptor"></param>
 /// <param name="colorAttachmentHandle"></param>
 public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorAttachmentHandle, bool requiresSRGConversion, bool killAlpha)
 {
     this.colorAttachmentHandle = colorAttachmentHandle;
     this.descriptor            = baseDescriptor;
     this.requiresSRGConversion = requiresSRGConversion;
     this.killAlpha             = killAlpha;
 }
 /// <summary>
 /// Configure the pass
 /// </summary>
 public void Setup(
     RenderTextureDescriptor baseDescriptor,
     RenderTargetHandle colorAttachmentHandle,
     SampleCount samples)
 {
     this.colorAttachmentHandle = colorAttachmentHandle;
     this.samples = samples;
     descriptor   = baseDescriptor;
 }
Пример #3
0
        public bool Setup(RenderTargetHandle destination, ref RenderingData renderingData)
        {
            Clear();
            this.destination = destination;

            int shadowLightIndex = renderingData.lightData.mainLightIndex;

            if (shadowLightIndex == -1)
            {
                return(false);
            }

            VisibleLight shadowLight = renderingData.lightData.visibleLights[shadowLightIndex];
            Light        light       = shadowLight.light;

            if (light.shadows == LightShadows.None)
            {
                return(false);
            }

            if (shadowLight.lightType != LightType.Directional)
            {
                Debug.LogWarning("Only directional lights are supported as main light.");
            }

            Bounds bounds;

            if (!renderingData.cullResults.GetShadowCasterBounds(shadowLightIndex, out bounds))
            {
                return(false);
            }

            m_ShadowCasterCascadesCount = renderingData.shadowData.mainLightShadowCascadesCount;

            int shadowResolution = ShadowUtils.GetMaxTileResolutionInAtlas(renderingData.shadowData.mainLightShadowmapWidth,
                                                                           renderingData.shadowData.mainLightShadowmapHeight, m_ShadowCasterCascadesCount);

            m_ShadowmapWidth  = renderingData.shadowData.mainLightShadowmapWidth;
            m_ShadowmapHeight = (m_ShadowCasterCascadesCount == 2) ?
                                renderingData.shadowData.mainLightShadowmapHeight >> 1 :
                                renderingData.shadowData.mainLightShadowmapHeight;

            for (int cascadeIndex = 0; cascadeIndex < m_ShadowCasterCascadesCount; ++cascadeIndex)
            {
                bool success = ShadowUtils.ExtractDirectionalLightMatrix(ref renderingData.cullResults, ref renderingData.shadowData,
                                                                         shadowLightIndex, cascadeIndex, m_ShadowmapWidth, m_ShadowmapHeight, shadowResolution, light.shadowNearPlane,
                                                                         out m_CascadeSplitDistances[cascadeIndex], out m_CascadeSlices[cascadeIndex], out m_CascadeSlices[cascadeIndex].viewMatrix, out m_CascadeSlices[cascadeIndex].projectionMatrix);

                if (!success)
                {
                    return(false);
                }
            }

            return(true);
        }
        public void Setup(
            RenderTextureDescriptor baseDescriptor,
            RenderTargetHandle colorAttachmentHandle)
        {
            this.colorAttachmentHandle = colorAttachmentHandle;

            baseDescriptor.depthBufferBits = 0;
            baseDescriptor.colorFormat     = m_ColorFormat;
            descriptor = baseDescriptor;
        }
 /// <summary>
 /// Configure the pass before execution
 /// </summary>
 /// <param name="baseDescriptor">Current target descriptor</param>
 /// <param name="colorAttachmentHandle">Color attachment to render into</param>
 /// <param name="depthAttachmentHandle">Depth attachment to render into</param>
 /// <param name="configuration">Specific render configuration</param>
 public void Setup(
     RenderTextureDescriptor baseDescriptor,
     RenderTargetHandle colorAttachmentHandle,
     RenderTargetHandle depthAttachmentHandle,
     PerObjectData configuration)
 {
     this.colorAttachmentHandle = colorAttachmentHandle;
     this.depthAttachmentHandle = depthAttachmentHandle;
     descriptor            = baseDescriptor;
     rendererConfiguration = configuration;
 }
        /// <summary>
        /// Configure the pass
        /// </summary>
        public void Setup(
            RenderTextureDescriptor baseDescriptor,
            RenderTargetHandle depthAttachmentHandle)
        {
            this.depthAttachmentHandle     = depthAttachmentHandle;
            baseDescriptor.colorFormat     = RenderTextureFormat.Depth;
            baseDescriptor.depthBufferBits = kDepthBufferBits;

            // Depth-Only pass don't use MSAA
            baseDescriptor.msaaSamples = 1;

            descriptor = baseDescriptor;
        }
        /// <inheritdoc/>
        public override void FrameCleanup(CommandBuffer cmd)
        {
            if (cmd == null)
            {
                throw new ArgumentNullException("cmd");
            }

            if (destination != RenderTargetHandle.CameraTarget)
            {
                cmd.ReleaseTemporaryRT(destination.id);
                destination = RenderTargetHandle.CameraTarget;
            }
        }
Пример #8
0
 /// <summary>
 /// Configure the pass before execution
 /// </summary>
 /// <param name="baseDescriptor">Current target descriptor</param>
 /// <param name="colorAttachmentHandle">Color attachment to render into</param>
 /// <param name="depthAttachmentHandle">Depth attachment to render into</param>
 /// <param name="clearFlag">Camera clear flag</param>
 /// <param name="clearColor">Camera clear color</param>
 /// <param name="configuration">Specific render configuration</param>
 public void Setup(
     RenderTextureDescriptor baseDescriptor,
     RenderTargetHandle colorAttachmentHandle,
     RenderTargetHandle depthAttachmentHandle,
     ClearFlag clearFlag,
     Color clearColor,
     PerObjectData configuration)
 {
     this.colorAttachmentHandle = colorAttachmentHandle;
     this.depthAttachmentHandle = depthAttachmentHandle;
     this.clearColor            = CoreUtils.ConvertSRGBToActiveColorSpace(clearColor);
     this.clearFlag             = clearFlag;
     descriptor = baseDescriptor;
     this.rendererConfiguration = configuration;
 }
 /// <summary>
 /// Setup the pass
 /// </summary>
 /// <param name="baseDescriptor"></param>
 /// <param name="sourceHandle">Source of rendering to execute the post on</param>
 /// <param name="destinationHandle">Destination target for the final blit</param>
 public void Setup(
     RenderTextureDescriptor baseDescriptor,
     RenderTargetHandle sourceHandle,
     RenderTargetHandle destinationHandle,
     bool opaquePost,
     bool flip)
 {
     source          = sourceHandle;
     destination     = destinationHandle;
     descriptor      = baseDescriptor;
     this.flip       = flip;
     this.opaquePost = opaquePost;
     m_TemporaryColorTexture.Init("_TemporaryColorTexture");
     m_ReleaseTemporaryRenderTexture = false;
 }
Пример #10
0
        /// <summary>
        /// Configure the pass
        /// </summary>
        public void Setup(
            RenderTextureDescriptor baseDescriptor,
            RenderTargetHandle depthAttachmentHandle,
            SampleCount samples)
        {
            this.depthAttachmentHandle     = depthAttachmentHandle;
            baseDescriptor.colorFormat     = RenderTextureFormat.Depth;
            baseDescriptor.depthBufferBits = kDepthBufferBits;

            if ((int)samples > 1)
            {
                baseDescriptor.bindMS      = false;
                baseDescriptor.msaaSamples = (int)samples;
            }

            descriptor = baseDescriptor;
        }
        /// <summary>
        /// Setup the pass
        /// </summary>
        /// <param name="baseDescriptor"></param>
        /// <param name="sourceHandle">Source of rendering to execute the post on</param>
        /// <param name="destinationHandle">Destination target for the final blit</param>
        public void Setup(
            RenderTextureDescriptor baseDescriptor,
            RenderTargetHandle sourceHandle,
            RenderTargetHandle destinationHandle,
            bool opaquePost,
            bool flip)
        {
            if (sourceHandle == destinationHandle)
            {
                throw new InvalidOperationException($"{nameof(sourceHandle)} should not be the same as {nameof(destinationHandle)}");
            }

            source          = sourceHandle;
            destination     = destinationHandle;
            descriptor      = baseDescriptor;
            this.flip       = flip;
            this.opaquePost = opaquePost;
        }
 /// <summary>
 /// Configure the pass
 /// </summary>
 /// <param name="actions"></param>
 public bool Setup(RenderTargetHandle colorAttachmentHandle, IEnumerator <Action <RenderTargetIdentifier, CommandBuffer> > actions)
 {
     this.colorAttachmentHandle = colorAttachmentHandle;
     captureActions             = actions;
     return(captureActions != null);
 }
 public bool Equals(RenderTargetHandle other)
 {
     return(id == other.id);
 }
 /// <summary>
 /// Configure the color and depth passes to use when rendering the skybox
 /// </summary>
 /// <param name="colorHandle">Color buffer to use</param>
 /// <param name="depthHandle">Depth buffer to use</param>
 public void Setup(RenderTargetHandle colorHandle, RenderTargetHandle depthHandle)
 {
     this.colorAttachmentHandle = colorHandle;
     this.depthAttachmentHandle = depthHandle;
 }
 /// <summary>
 /// Configure the pass with the source and destination to execute on.
 /// </summary>
 /// <param name="source">Source Render Target</param>
 /// <param name="destination">Destination Render Targt</param>
 public void Setup(RenderTargetHandle source, RenderTargetHandle destination)
 {
     this.source      = source;
     this.destination = destination;
 }
        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);
            ClearFlag clearFlag = ScriptableRenderer.GetCameraClearFlag(renderingData.cameraData.camera);
            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;

            // Depth prepass is generated in the following cases:
            // - We resolve shadows in screen space
            // - Scene view camera always requires a depth texture. We do a depth pre-pass to simplify it and it shouldn't matter much for editor.
            // - If game or offscreen camera requires it we check if we can copy the depth from the rendering opaques pass and use that instead.
            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_BeforeRenderPasses);
            camera.GetComponents(m_AfterOpaquePasses);
            camera.GetComponents(m_AfterOpaquePostProcessPasses);
            camera.GetComponents(m_AfterSkyboxPasses);
            camera.GetComponents(m_AfterTransparentPasses);
            camera.GetComponents(m_AfterRenderPasses);

            bool createColorTexture = RequiresIntermediateColorTexture(ref renderingData, baseDescriptor) ||
                                      m_BeforeRenderPasses.Count != 0 ||
                                      m_AfterOpaquePasses.Count != 0 ||
                                      m_AfterOpaquePostProcessPasses.Count != 0 ||
                                      m_AfterSkyboxPasses.Count != 0 ||
                                      m_AfterTransparentPasses.Count != 0 ||
                                      m_AfterRenderPasses.Count != 0;

            // If camera requires depth and there's no depth pre-pass we create a depth texture that can be read
            // later by effect requiring it.
            bool createDepthTexture = renderingData.cameraData.requiresDepthTexture && !requiresDepthPrepass;

            RenderTargetHandle colorHandle = (createColorTexture) ? m_ColorAttachment : RenderTargetHandle.CameraTarget;
            RenderTargetHandle depthHandle = (createDepthTexture) ? m_DepthAttachment : RenderTargetHandle.CameraTarget;

            var sampleCount = (SampleCount)renderingData.cameraData.msaaSamples;

            if (createColorTexture || createDepthTexture)
            {
                m_CreateLightweightRenderTexturesPass.Setup(baseDescriptor, colorHandle, depthHandle, sampleCount);
                renderer.EnqueuePass(m_CreateLightweightRenderTexturesPass);
            }

            foreach (var pass in m_BeforeRenderPasses)
            {
                renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle, clearFlag));
            }

            if (requiresDepthPrepass)
            {
                m_DepthOnlyPass.Setup(baseDescriptor, m_DepthTexture);
                renderer.EnqueuePass(m_DepthOnlyPass);
            }

            if (resolveShadowsInScreenSpace)
            {
                m_ScreenSpaceShadowResolvePass.Setup(baseDescriptor, m_ScreenSpaceShadowmap);
                renderer.EnqueuePass(m_ScreenSpaceShadowResolvePass);
            }

            if (renderingData.cameraData.isStereoEnabled)
            {
                renderer.EnqueuePass(m_BeginXrRenderingPass);
            }

            var perObjectFlags = ScriptableRenderer.GetPerObjectLightFlags(renderingData.lightData.mainLightIndex, renderingData.lightData.additionalLightsCount);

            m_SetupLightweightConstants.Setup(renderer.maxVisibleAdditionalLights, renderer.perObjectLightIndices);
            renderer.EnqueuePass(m_SetupLightweightConstants);

            // If a before all render pass executed we expect it to clear the color render target
            if (m_BeforeRenderPasses.Count != 0)
            {
                clearFlag = ClearFlag.None;
            }

            m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, clearFlag, camera.backgroundColor, perObjectFlags);
            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_OpaquePostProcessPass.Setup(baseDescriptor, colorHandle, colorHandle, true, false);
                renderer.EnqueuePass(m_OpaquePostProcessPass);

                foreach (var pass in m_AfterOpaquePostProcessPasses)
                {
                    renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle));
                }
            }

            if (camera.clearFlags == CameraClearFlags.Skybox && RenderSettings.skybox != null)
            {
                // We can't combine skybox and render opaques passes if there's a custom render pass in between
                // them. Ideally we need a render graph here that each render pass declares inputs and output
                // attachments and their Load/Store action so we figure out properly if we can combine passes
                // and move to interleaved rendering with RenderPass API.
                bool combineWithRenderOpaquesPass = m_AfterOpaquePostProcessPasses.Count == 0;
                m_DrawSkyboxPass.Setup(baseDescriptor, colorHandle, depthHandle, combineWithRenderOpaquesPass);
                renderer.EnqueuePass(m_DrawSkyboxPass);
            }

            foreach (var pass in m_AfterSkyboxPasses)
            {
                renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle));
            }

            // If a depth texture was created we necessarily need to copy it, otherwise we could have render it to a renderbuffer
            if (createDepthTexture)
            {
                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, perObjectFlags);
            renderer.EnqueuePass(m_RenderTransparentForwardPass);

            foreach (var pass in m_AfterTransparentPasses)
            {
                renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle));
            }

#if UNITY_EDITOR
            m_LitGizmoRenderingPass.Setup(true);
            renderer.EnqueuePass(m_LitGizmoRenderingPass);
#endif

            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_PostProcessPass.Setup(baseDescriptor, colorHandle, colorHandle, false, false);
                    renderer.EnqueuePass(m_PostProcessPass);
                }

                //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)
                {
                    if (m_CapturePass.Setup(colorHandle, renderingData.cameraData.captureActions))
                    {
                        renderer.EnqueuePass(m_CapturePass);
                    }

                    m_FinalBlitPass.Setup(baseDescriptor, colorHandle, Display.main.requiresSrgbBlitToBackbuffer, renderingData.killAlphaInFinalBlit);
                    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)
                {
                    if (m_CapturePass.Setup(colorHandle, renderingData.cameraData.captureActions))
                    {
                        renderer.EnqueuePass(m_CapturePass);
                    }

                    m_FinalBlitPass.Setup(baseDescriptor, colorHandle, Display.main.requiresSrgbBlitToBackbuffer, renderingData.killAlphaInFinalBlit);
                    renderer.EnqueuePass(m_FinalBlitPass);
                }
            }

            if (renderingData.cameraData.isStereoEnabled)
            {
                renderer.EnqueuePass(m_EndXrRenderingPass);
            }

#if UNITY_EDITOR
            m_UnlitGizmoRenderingPass.Setup(false);
            renderer.EnqueuePass(m_UnlitGizmoRenderingPass);

            if (renderingData.cameraData.isSceneViewCamera)
            {
                m_SceneViewDepthCopyPass.Setup(m_DepthTexture);
                renderer.EnqueuePass(m_SceneViewDepthCopyPass);
            }
#endif
        }
 public void Setup(RenderTargetHandle source)
 {
     this.source = source;
 }
Пример #18
0
        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 ||
                                           Display.main.requiresBlitToBackbuffer ||
                                           renderingData.killAlphaInFinalBlit;

            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 perObjectFlags = ScriptableRenderer.GetPerObjectLightFlags(renderingData.lightData.mainLightIndex, 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, perObjectFlags);
            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, perObjectFlags);
            renderer.EnqueuePass(m_RenderTransparentForwardPass);

            foreach (var pass in m_AfterTransparentPasses)
            {
                renderer.EnqueuePass(pass.GetPassToEnqueue(baseDescriptor, colorHandle, depthHandle));
            }

#if UNITY_EDITOR
            m_LitGizmoRenderingPass.Setup(true);
            renderer.EnqueuePass(m_LitGizmoRenderingPass);
#endif

            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)
                {
                    if (m_CapturePass.Setup(colorHandle, renderingData.cameraData.captureActions))
                    {
                        renderer.EnqueuePass(m_CapturePass);
                    }

                    m_FinalBlitPass.Setup(baseDescriptor, colorHandle, Display.main.requiresSrgbBlitToBackbuffer, renderingData.killAlphaInFinalBlit);
                    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)
                {
                    if (m_CapturePass.Setup(colorHandle, renderingData.cameraData.captureActions))
                    {
                        renderer.EnqueuePass(m_CapturePass);
                    }

                    m_FinalBlitPass.Setup(baseDescriptor, colorHandle, Display.main.requiresSrgbBlitToBackbuffer, renderingData.killAlphaInFinalBlit);
                    renderer.EnqueuePass(m_FinalBlitPass);
                }
            }

            if (renderingData.cameraData.isStereoEnabled)
            {
                renderer.EnqueuePass(m_EndXrRenderingPass);
            }

#if UNITY_EDITOR
            m_UnlitGizmoRenderingPass.Setup(false);
            renderer.EnqueuePass(m_UnlitGizmoRenderingPass);

            if (renderingData.cameraData.isSceneViewCamera)
            {
                m_SceneViewDepthCopyPass.Setup(m_DepthTexture);
                renderer.EnqueuePass(m_SceneViewDepthCopyPass);
            }
#endif
        }
 /// <summary>
 /// Configure the pass
 /// </summary>
 /// <param name="baseDescriptor"></param>
 /// <param name="colorAttachmentHandle"></param>
 public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorAttachmentHandle)
 {
     this.colorAttachmentHandle = colorAttachmentHandle;
     this.descriptor            = baseDescriptor;
 }
Пример #20
0
 /// <summary>
 /// Configure the color and depth passes to use when rendering the skybox
 /// </summary>
 /// <param name="colorHandle">Color buffer to use</param>
 /// <param name="depthHandle">Depth buffer to use</param>
 public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle, RenderTargetHandle depthHandle, bool combineWithRenderOpaquesPass)
 {
     descriptor = baseDescriptor;
     this.colorAttachmentHandle          = colorHandle;
     this.depthAttachmentHandle          = depthHandle;
     this.m_CombineWithRenderOpaquesPass = combineWithRenderOpaquesPass;
 }
        public bool Setup(RenderTargetHandle destination, ref RenderingData renderingData, int maxVisibleAdditinalLights)
        {
            Clear();
            this.destination = destination;

            if (m_AdditionalLightShadowMatrices.Length != maxVisibleAdditinalLights)
            {
                m_AdditionalLightShadowMatrices  = new Matrix4x4[maxVisibleAdditinalLights];
                m_AdditionalLightSlices          = new ShadowSliceData[maxVisibleAdditinalLights];
                m_AdditionalLightsShadowStrength = new float[maxVisibleAdditinalLights];
            }
            m_AdditionalShadowCastingLightIndices.Clear();

            Bounds bounds;
            var    visibleLights         = renderingData.lightData.visibleLights;
            int    additionalLightsCount = renderingData.lightData.additionalLightsCount;

            for (int i = 0; i < visibleLights.Length && m_AdditionalShadowCastingLightIndices.Count < additionalLightsCount; ++i)
            {
                if (i == renderingData.lightData.mainLightIndex)
                {
                    continue;
                }

                VisibleLight shadowLight = visibleLights[i];
                Light        light       = shadowLight.light;

                if (shadowLight.lightType == LightType.Spot && light != null && light.shadows != LightShadows.None)
                {
                    if (renderingData.cullResults.GetShadowCasterBounds(i, out bounds))
                    {
                        m_AdditionalShadowCastingLightIndices.Add(i);
                    }
                }
            }

            int shadowCastingLightsCount = m_AdditionalShadowCastingLightIndices.Count;

            if (shadowCastingLightsCount == 0)
            {
                return(false);
            }

            // TODO: Add support to point light shadows. We make a simplification here that only works
            // for spot lights and with max spot shadows per pass.
            int atlasWidth      = renderingData.shadowData.additionalLightsShadowmapWidth;
            int atlasHeight     = renderingData.shadowData.additionalLightsShadowmapHeight;
            int sliceResolution = ShadowUtils.GetMaxTileResolutionInAtlas(atlasWidth, atlasHeight, shadowCastingLightsCount);

            bool anyShadows         = false;
            int  shadowSlicesPerRow = (atlasWidth / sliceResolution);

            for (int i = 0; i < shadowCastingLightsCount; ++i)
            {
                int          shadowLightIndex = m_AdditionalShadowCastingLightIndices[i];
                VisibleLight shadowLight      = visibleLights[shadowLightIndex];

                // Currently Only Spot Lights are supported in additional lights
                Debug.Assert(shadowLight.lightType == LightType.Spot);
                Matrix4x4 shadowTransform;
                bool      success = ShadowUtils.ExtractSpotLightMatrix(ref renderingData.cullResults, ref renderingData.shadowData,
                                                                       shadowLightIndex, out shadowTransform, out m_AdditionalLightSlices[i].viewMatrix, out m_AdditionalLightSlices[i].projectionMatrix);

                if (success)
                {
                    // TODO: We need to pass bias and scale list to shader to be able to support multiple
                    // shadow casting additional lights.
                    m_AdditionalLightSlices[i].offsetX         = (i % shadowSlicesPerRow) * sliceResolution;
                    m_AdditionalLightSlices[i].offsetY         = (i / shadowSlicesPerRow) * sliceResolution;
                    m_AdditionalLightSlices[i].resolution      = sliceResolution;
                    m_AdditionalLightSlices[i].shadowTransform = shadowTransform;

                    m_AdditionalLightsShadowStrength[i] = shadowLight.light.shadowStrength;
                    anyShadows = true;
                }
                else
                {
                    m_AdditionalShadowCastingLightIndices.RemoveAt(i--);
                }
            }

            return(anyShadows);
        }