static void InitializeCameraData(LightweightRenderPipelineAsset settings, Camera camera, LWRPAdditionalCameraData additionalCameraData, out CameraData cameraData)
        {
            const float kRenderScaleThreshold = 0.05f;

            cameraData.camera = camera;

            int msaaSamples = 1;

            if (camera.allowMSAA && settings.msaaSampleCount > 1)
            {
                msaaSamples = (camera.targetTexture != null) ? camera.targetTexture.antiAliasing : settings.msaaSampleCount;
            }

            if (Camera.main == camera && camera.cameraType == CameraType.Game && camera.targetTexture == null)
            {
                // There's no exposed API to control how a backbuffer is created with MSAA
                // By settings antiAliasing we match what the amount of samples in camera data with backbuffer
                // We only do this for the main camera and this only takes effect in the beginning of next frame.
                // This settings should not be changed on a frame basis so that's fine.
                QualitySettings.antiAliasing = msaaSamples;
            }

            cameraData.isSceneViewCamera = camera.cameraType == CameraType.SceneView;
            cameraData.isStereoEnabled   = IsStereoEnabled(camera);

            cameraData.isHdrEnabled = camera.allowHDR && settings.supportsHDR;

            cameraData.postProcessLayer   = camera.GetComponent <PostProcessLayer>();
            cameraData.postProcessEnabled = cameraData.postProcessLayer != null && cameraData.postProcessLayer.isActiveAndEnabled;

            // Disables postprocessing in mobile VR. It's stable on mobile yet.
            if (cameraData.isStereoEnabled && Application.isMobilePlatform)
            {
                cameraData.postProcessEnabled = false;
            }

            Rect cameraRect = camera.rect;

            cameraData.isDefaultViewport = (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f ||
                                              Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f));

            // If XR is enabled, use XR renderScale.
            // Discard variations lesser than kRenderScaleThreshold.
            // Scale is only enabled for gameview.
            float usedRenderScale = XRGraphics.enabled ? XRGraphics.eyeTextureResolutionScale : settings.renderScale;

            cameraData.renderScale = (Mathf.Abs(1.0f - usedRenderScale) < kRenderScaleThreshold) ? 1.0f : usedRenderScale;
            cameraData.renderScale = (camera.cameraType == CameraType.Game) ? cameraData.renderScale : 1.0f;

            bool anyShadowsEnabled = settings.supportsMainLightShadows || settings.supportsAdditionalLightShadows;

            cameraData.maxShadowDistance = (anyShadowsEnabled) ? settings.shadowDistance : 0.0f;

            if (additionalCameraData != null)
            {
                cameraData.maxShadowDistance     = (additionalCameraData.renderShadows) ? cameraData.maxShadowDistance : 0.0f;
                cameraData.requiresDepthTexture  = additionalCameraData.requiresDepthTexture;
                cameraData.requiresOpaqueTexture = additionalCameraData.requiresColorTexture;
            }
            else
            {
                cameraData.requiresDepthTexture  = settings.supportsCameraDepthTexture;
                cameraData.requiresOpaqueTexture = settings.supportsCameraOpaqueTexture;
            }

            cameraData.requiresDepthTexture |= cameraData.isSceneViewCamera || cameraData.postProcessEnabled;

            var  commonOpaqueFlags        = SortingCriteria.CommonOpaque;
            var  noFrontToBackOpaqueFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder;
            bool hasHSRGPU = SystemInfo.hasHiddenSurfaceRemovalOnGPU;
            bool canSkipFrontToBackSorting = (camera.opaqueSortMode == OpaqueSortMode.Default && hasHSRGPU) || camera.opaqueSortMode == OpaqueSortMode.NoDistanceSort;

            cameraData.defaultOpaqueSortFlags = canSkipFrontToBackSorting ? noFrontToBackOpaqueFlags : commonOpaqueFlags;
            cameraData.captureActions         = CameraCaptureBridge.GetCaptureActions(camera);

            cameraData.cameraTargetDescriptor = CreateRenderTextureDescriptor(camera, cameraData.renderScale,
                                                                              cameraData.isStereoEnabled, cameraData.isHdrEnabled, msaaSamples);
        }
        static void InitializeCameraData(LightweightRenderPipelineAsset settings, Camera camera, LWRPAdditionalCameraData additionalCameraData, out CameraData cameraData)
        {
            const float kRenderScaleThreshold = 0.05f;

            cameraData.camera          = camera;
            cameraData.isStereoEnabled = IsStereoEnabled(camera);

            int msaaSamples = 1;

            if (camera.allowMSAA && settings.msaaSampleCount > 1)
            {
                msaaSamples = (camera.targetTexture != null) ? camera.targetTexture.antiAliasing : settings.msaaSampleCount;
            }

            cameraData.isSceneViewCamera = camera.cameraType == CameraType.SceneView;
            cameraData.isHdrEnabled      = camera.allowHDR && settings.supportsHDR;
#if UNITY_2019_2_OR_NEWER
            camera.TryGetComponent(out cameraData.postProcessLayer);
#else
            cameraData.postProcessLayer = camera.GetComponent <PostProcessLayer>();
#endif
            cameraData.postProcessEnabled = cameraData.postProcessLayer != null && cameraData.postProcessLayer.isActiveAndEnabled;

            // On Android, Postprocessing v2 works with single-pass double-wide mode and is disabled for multiview
            var xrDesc = UnityEngine.XR.XRSettings.eyeTextureDesc;
            if (cameraData.isStereoEnabled && Application.isMobilePlatform && Application.platform == RuntimePlatform.Android && xrDesc.dimension == TextureDimension.Tex2DArray)
            {
                cameraData.postProcessEnabled = false;
            }

            Rect cameraRect = camera.rect;
            cameraData.isDefaultViewport = (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f ||
                                              Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f));

            // If XR is enabled, use XR renderScale.
            // Discard variations lesser than kRenderScaleThreshold.
            // Scale is only enabled for gameview.
            float usedRenderScale = XRGraphics.enabled ? XRGraphics.eyeTextureResolutionScale : settings.renderScale;
            cameraData.renderScale = (Mathf.Abs(1.0f - usedRenderScale) < kRenderScaleThreshold) ? 1.0f : usedRenderScale;
            cameraData.renderScale = (camera.cameraType == CameraType.Game) ? cameraData.renderScale : 1.0f;

            bool anyShadowsEnabled = settings.supportsMainLightShadows || settings.supportsAdditionalLightShadows;
            cameraData.maxShadowDistance = Mathf.Min(settings.shadowDistance, camera.farClipPlane);
            cameraData.maxShadowDistance = (anyShadowsEnabled && cameraData.maxShadowDistance >= camera.nearClipPlane) ?
                                           cameraData.maxShadowDistance : 0.0f;

            if (additionalCameraData != null)
            {
                cameraData.maxShadowDistance     = (additionalCameraData.renderShadows) ? cameraData.maxShadowDistance : 0.0f;
                cameraData.requiresDepthTexture  = additionalCameraData.requiresDepthTexture;
                cameraData.requiresOpaqueTexture = additionalCameraData.requiresColorTexture;
            }
            else
            {
                cameraData.requiresDepthTexture  = settings.supportsCameraDepthTexture;
                cameraData.requiresOpaqueTexture = settings.supportsCameraOpaqueTexture;
            }

            cameraData.requiresDepthTexture |= cameraData.isSceneViewCamera || cameraData.postProcessEnabled;

            var  commonOpaqueFlags        = SortingCriteria.CommonOpaque;
            var  noFrontToBackOpaqueFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder;
            bool hasHSRGPU = SystemInfo.hasHiddenSurfaceRemovalOnGPU;
            bool canSkipFrontToBackSorting = (camera.opaqueSortMode == OpaqueSortMode.Default && hasHSRGPU) || camera.opaqueSortMode == OpaqueSortMode.NoDistanceSort;

            cameraData.defaultOpaqueSortFlags = canSkipFrontToBackSorting ? noFrontToBackOpaqueFlags : commonOpaqueFlags;
            cameraData.captureActions         = CameraCaptureBridge.GetCaptureActions(camera);

            cameraData.cameraTargetDescriptor = CreateRenderTextureDescriptor(camera, cameraData.renderScale,
                                                                              cameraData.isStereoEnabled, cameraData.isHdrEnabled, msaaSamples);
        }
        internal static void RenderPostProcessing(CommandBuffer cmd, ref CameraData cameraData, RenderTextureDescriptor sourceDescriptor,
                                                  RenderTargetIdentifier source, RenderTargetIdentifier destination, bool opaqueOnly, bool flip)
        {
            var layer = cameraData.postProcessLayer;
            int effectsCount;

            if (opaqueOnly)
            {
                effectsCount = layer.sortedBundles[PostProcessEvent.BeforeTransparent].Count;
            }
            else
            {
                effectsCount = layer.sortedBundles[PostProcessEvent.BeforeStack].Count +
                               layer.sortedBundles[PostProcessEvent.AfterStack].Count;
            }

            Camera camera = cameraData.camera;
            var    postProcessRenderContext = RenderingUtils.postProcessRenderContext;

            postProcessRenderContext.Reset();
            postProcessRenderContext.camera       = camera;
            postProcessRenderContext.source       = source;
            postProcessRenderContext.sourceFormat = sourceDescriptor.colorFormat;
            postProcessRenderContext.destination  = destination;
            postProcessRenderContext.command      = cmd;
            postProcessRenderContext.flip         = flip;

            // If there's only one effect in the stack and soure is same as dest we
            // create an intermediate blit rendertarget to handle it.
            // Otherwise, PostProcessing system will create the intermediate blit targets itself.
            if (effectsCount == 1 && source == destination)
            {
                RenderTargetIdentifier  rtId       = new RenderTargetIdentifier(m_PostProcessingTemporaryTargetId);
                RenderTextureDescriptor descriptor = sourceDescriptor;
                descriptor.msaaSamples     = 1;
                descriptor.depthBufferBits = 0;

                postProcessRenderContext.destination = rtId;
                cmd.GetTemporaryRT(m_PostProcessingTemporaryTargetId, descriptor, FilterMode.Point);

                if (opaqueOnly)
                {
                    cameraData.postProcessLayer.RenderOpaqueOnly(postProcessRenderContext);
                }
                else
                {
                    cameraData.postProcessLayer.Render(postProcessRenderContext);
                }

                cmd.Blit(rtId, destination);
                cmd.ReleaseTemporaryRT(m_PostProcessingTemporaryTargetId);
            }
            else
            {
                if (opaqueOnly)
                {
                    cameraData.postProcessLayer.RenderOpaqueOnly(postProcessRenderContext);
                }
                else
                {
                    cameraData.postProcessLayer.Render(postProcessRenderContext);
                }
            }
        }
示例#4
0
        static void InitializeCameraData(PipelineSettings settings, Camera camera, out CameraData cameraData)
        {
            const float kRenderScaleThreshold = 0.05f;

            cameraData.camera = camera;

            bool msaaEnabled = camera.allowMSAA && settings.msaaSampleCount > 1;

            if (msaaEnabled)
            {
                cameraData.msaaSamples = (camera.targetTexture != null) ? camera.targetTexture.antiAliasing : settings.msaaSampleCount;
            }
            else
            {
                cameraData.msaaSamples = 1;
            }

            cameraData.isSceneViewCamera = camera.cameraType == CameraType.SceneView;
            cameraData.isStereoEnabled   = IsStereoEnabled(camera);

            cameraData.isHdrEnabled = camera.allowHDR && settings.supportsHDR;

            cameraData.postProcessLayer   = camera.GetComponent <PostProcessLayer>();
            cameraData.postProcessEnabled = cameraData.postProcessLayer != null && cameraData.postProcessLayer.isActiveAndEnabled;

            Rect cameraRect = camera.rect;

            cameraData.isDefaultViewport = (!(Math.Abs(cameraRect.x) > 0.0f || Math.Abs(cameraRect.y) > 0.0f ||
                                              Math.Abs(cameraRect.width) < 1.0f || Math.Abs(cameraRect.height) < 1.0f));

            // If XR is enabled, use XR renderScale.
            // Discard variations lesser than kRenderScaleThreshold.
            // Scale is only enabled for gameview.
            float usedRenderScale = XRGraphics.enabled ? XRGraphics.eyeTextureResolutionScale : settings.renderScale;

            cameraData.renderScale = (Mathf.Abs(1.0f - usedRenderScale) < kRenderScaleThreshold) ? 1.0f : usedRenderScale;
            cameraData.renderScale = (camera.cameraType == CameraType.Game) ? cameraData.renderScale : 1.0f;

            cameraData.opaqueTextureDownsampling = settings.opaqueDownsampling;

            bool anyShadowsEnabled = settings.supportsMainLightShadows || settings.supportsAdditionalLightShadows;

            cameraData.maxShadowDistance = (anyShadowsEnabled) ? settings.shadowDistance : 0.0f;

            LWRPAdditionalCameraData additionalCameraData = camera.gameObject.GetComponent <LWRPAdditionalCameraData>();

            if (additionalCameraData != null)
            {
                cameraData.maxShadowDistance     = (additionalCameraData.renderShadows) ? cameraData.maxShadowDistance : 0.0f;
                cameraData.requiresDepthTexture  = additionalCameraData.requiresDepthTexture;
                cameraData.requiresOpaqueTexture = additionalCameraData.requiresColorTexture;
            }
            else
            {
                cameraData.requiresDepthTexture  = settings.supportsCameraDepthTexture;
                cameraData.requiresOpaqueTexture = settings.supportsCameraOpaqueTexture;
            }

            cameraData.requiresDepthTexture |= cameraData.isSceneViewCamera || cameraData.postProcessEnabled;

            var  commonOpaqueFlags        = SortingCriteria.CommonOpaque;
            var  noFrontToBackOpaqueFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder;
            bool hasHSRGPU = SystemInfo.hasHiddenSurfaceRemovalOnGPU;
            bool canSkipFrontToBackSorting = (camera.opaqueSortMode == OpaqueSortMode.Default && hasHSRGPU) || camera.opaqueSortMode == OpaqueSortMode.NoDistanceSort;

            cameraData.defaultOpaqueSortFlags = canSkipFrontToBackSorting ? noFrontToBackOpaqueFlags : commonOpaqueFlags;
            cameraData.captureActions         = CameraCaptureBridge.GetCaptureActions(camera);
        }
示例#5
0
        public static void InitializeRenderingData(LightweightRenderPipelineAsset settings, ref CameraData cameraData, ref CullingResults cullResults,
                                                   out RenderingData renderingData)
        {
            var visibleLights = cullResults.visibleLights;

            int  mainLightIndex              = GetMainLightIndex(settings, visibleLights);
            bool mainLightCastShadows        = false;
            bool additionalLightsCastShadows = false;

            if (cameraData.maxShadowDistance > 0.0f)
            {
                mainLightCastShadows = (mainLightIndex != -1 && visibleLights[mainLightIndex].light != null &&
                                        visibleLights[mainLightIndex].light.shadows != LightShadows.None);

                // If additional lights are shaded per-pixel they cannot cast shadows
                if (settings.additionalLightsRenderingMode == LightRenderingMode.PerPixel)
                {
                    for (int i = 0; i < visibleLights.Length; ++i)
                    {
                        if (i == mainLightIndex)
                        {
                            continue;
                        }

                        Light light = visibleLights[i].light;

                        // LWRP doesn't support additional directional lights or point light shadows yet
                        if (visibleLights[i].lightType == LightType.Spot && light != null && light.shadows != LightShadows.None)
                        {
                            additionalLightsCastShadows = true;
                            break;
                        }
                    }
                }
            }

            renderingData.cullResults = cullResults;
            renderingData.cameraData  = cameraData;
            renderingData.uiCmaera    = null;
            InitializeLightData(settings, visibleLights, mainLightIndex, out renderingData.lightData);
            InitializeShadowData(settings, visibleLights, mainLightCastShadows, additionalLightsCastShadows && !renderingData.lightData.shadeAdditionalLightsPerVertex, out renderingData.shadowData);
            renderingData.supportsDynamicBatching = settings.supportsDynamicBatching;
            renderingData.perObjectData           = GetPerObjectLightFlags(renderingData.lightData.additionalLightsCount);
            renderingData.pipelineAsset           = settings;

            bool platformNeedsToKillAlpha = Application.platform == RuntimePlatform.IPhonePlayer ||
                                            Application.platform == RuntimePlatform.Android ||
                                            Application.platform == RuntimePlatform.tvOS;

            renderingData.killAlphaInFinalBlit = !Graphics.preserveFramebufferAlpha && platformNeedsToKillAlpha;
        }