Adaug proiectul Unity

This commit is contained in:
2026-11-01 23:39:55 +02:00
parent cb14d9d37d
commit 863eac8f2c
23463 changed files with 5412601 additions and 0 deletions
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Shader "Hidden/Universal Render Pipeline/DBufferClear"
{
SubShader
{
Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline"}
LOD 100
Pass
{
Name "DBufferClear"
ZTest Always
ZWrite Off
Cull Off
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment Fragment
#pragma multi_compile_fragment _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"
void Fragment(
Varyings input,
OUTPUT_DBUFFER(outDBuffer))
{
UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
outDBuffer0 = half4(0, 0, 0, 1);
#if defined(_DBUFFER_MRT3) || defined(_DBUFFER_MRT2)
outDBuffer1 = half4(0.5f, 0.5f, 0.5f, 1);
#endif
#if defined(_DBUFFER_MRT3)
outDBuffer2 = half4(0, 0, 0, 1);
#endif
}
ENDHLSL
}
}
}
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using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.Universal.Internal;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Used by DBuffer to copy depth into different texture.
/// In future this should be replaced by proper depth copy logic, as current CopyDepthPass do not implement RecordRenderGraph.
/// </summary>
internal class DBufferCopyDepthPass : CopyDepthPass
{
public DBufferCopyDepthPass(RenderPassEvent evt, Shader copyDepthShader, bool shouldClear = false)
: base(evt, copyDepthShader, shouldClear)
{
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
var universalRenderer = cameraData.renderer as UniversalRenderer;
Debug.Assert(renderPassEvent < RenderPassEvent.BeforeRenderingGbuffer, "DBufferCopyDepthPass assumes the pipeline does a prepass and it is injected before opaque/gbuffer rendering.");
var currentCameraDepthInfo = renderGraph.GetRenderTargetInfo(resourceData.activeDepthTexture);
//Check if the active depth texture is already written to so we can use it
bool useDepthPriming = universalRenderer.useDepthPriming;
//Check if the active depth texture is compabible with the other render targets that we'll use for the dbuffer pass
bool isMsaa = currentCameraDepthInfo.msaaSamples > 1;
// We must create a temporary depth buffer for dbuffer rendering if the cameraDepth isn't compatible or was written to.
bool hasCompatibleDepth = useDepthPriming && !isMsaa;
if (!hasCompatibleDepth)
{
//Here we assume that when using depth priming, there is no prepass to the cameraDepthTexture but a copy, so that the texture is a color format.
var source = (useDepthPriming || universalRenderer.usesDeferredLighting) ? resourceData.cameraDepth : resourceData.cameraDepthTexture;
Debug.Assert(source.IsValid(), "DBufferCopyDepthPass needs a valid cameraDepth or cameraDepth texture to copy from. You might be using depth priming, with MSAA and direct to backbuffer rendering, which is not supported.");
Debug.Assert(GraphicsFormatUtility.IsDepthFormat(source.GetDescriptor(renderGraph).format), "DBufferCopyDepthPass assumes source has a depth format.");
var depthDesc = cameraData.cameraTargetDescriptor;
depthDesc.graphicsFormat = GraphicsFormat.None; //Depth only rendering
depthDesc.depthStencilFormat = cameraData.cameraTargetDescriptor.depthStencilFormat;
depthDesc.msaaSamples = 1;
resourceData.dBufferDepth = UniversalRenderer.CreateRenderGraphTexture(renderGraph, depthDesc, DBufferRenderPass.s_DBufferDepthName, true);
// Copy the depth texture (filled by a prepass) into the new attachment so it can be used for depth testing
Render(renderGraph, resourceData.dBufferDepth, source, resourceData, cameraData, false, "Copy DBuffer Depth");
}
}
}
}
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using System;
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.Universal.Internal;
namespace UnityEngine.Rendering.Universal
{
internal class DecalDrawDBufferSystem : DecalDrawSystem
{
public DecalDrawDBufferSystem(DecalEntityManager entityManager) : base("DecalDrawIntoDBufferSystem.Execute", entityManager) { }
protected override int GetPassIndex(DecalCachedChunk decalCachedChunk) => decalCachedChunk.passIndexDBuffer;
}
internal class DBufferRenderPass : ScriptableRenderPass
{
internal static readonly string[] s_DBufferNames = { "_DBufferTexture0", "_DBufferTexture1", "_DBufferTexture2", "_DBufferTexture3" };
internal static readonly string s_DBufferDepthName = "DBufferDepth";
static readonly int s_SSAOTextureID = Shader.PropertyToID("_ScreenSpaceOcclusionTexture");
private DecalDrawDBufferSystem m_DrawSystem;
private DBufferSettings m_Settings;
private FilteringSettings m_FilteringSettings;
private List<ShaderTagId> m_ShaderTagIdList;
private bool m_DecalLayers;
private TextureHandle[] dbufferHandles;
public DBufferRenderPass(Material dBufferClear, DBufferSettings settings, DecalDrawDBufferSystem drawSystem, bool decalLayers)
{
renderPassEvent = RenderPassEvent.AfterRenderingPrePasses + 1;
var scriptableRenderPassInput = ScriptableRenderPassInput.Depth | ScriptableRenderPassInput.Normal;
ConfigureInput(scriptableRenderPassInput);
// DBuffer requires color texture created as it does not handle y flip correctly
requiresIntermediateTexture = true;
m_DrawSystem = drawSystem;
m_Settings = settings;
profilingSampler = new ProfilingSampler("Draw DBuffer");
m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1);
m_DecalLayers = decalLayers;
m_ShaderTagIdList = new List<ShaderTagId>();
m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DBufferMesh));
m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DBufferProjectorVFX));
}
private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RendererList rendererList, bool renderGraph)
{
passData.drawSystem.Execute(cmd);
cmd.DrawRendererList(rendererList);
}
private static void SetKeywords(RasterCommandBuffer cmd, PassData passData)
{
cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT1, passData.settings.surfaceData == DecalSurfaceData.Albedo);
cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT2, passData.settings.surfaceData == DecalSurfaceData.AlbedoNormal);
cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT3, passData.settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS);
cmd.SetKeyword(ShaderGlobalKeywords.DecalLayers, passData.decalLayers);
}
private class PassData
{
internal DecalDrawDBufferSystem drawSystem;
internal DBufferSettings settings;
internal bool decalLayers;
internal RTHandle dBufferDepth;
internal RTHandle[] dBufferColorHandles;
internal RendererListHandle rendererList;
}
private void InitPassData(ref PassData passData)
{
passData.drawSystem = m_DrawSystem;
passData.settings = m_Settings;
passData.decalLayers = m_DecalLayers;
}
private RendererListParams InitRendererListParams(UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData)
{
SortingCriteria sortingCriteria = cameraData.defaultOpaqueSortFlags;
DrawingSettings drawingSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, renderingData, cameraData, lightData, sortingCriteria);
return new RendererListParams(renderingData.cullResults, drawingSettings, m_FilteringSettings);
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
UniversalLightData lightData = frameData.Get<UniversalLightData>();
TextureHandle cameraDepthTexture = resourceData.cameraDepthTexture;
TextureHandle cameraNormalsTexture = resourceData.cameraNormalsTexture;
TextureHandle depthTarget = resourceData.dBufferDepth.IsValid() ? resourceData.dBufferDepth : resourceData.activeDepthTexture;
TextureHandle renderingLayersTexture = resourceData.renderingLayersTexture;
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
{
InitPassData(ref passData);
if (dbufferHandles == null)
dbufferHandles = new TextureHandle[RenderGraphUtils.DBufferSize];
// base
{
var desc = cameraData.cameraTargetDescriptor;
desc.graphicsFormat = QualitySettings.activeColorSpace == ColorSpace.Linear ? GraphicsFormat.R8G8B8A8_SRGB : GraphicsFormat.R8G8B8A8_UNorm;
desc.depthStencilFormat = GraphicsFormat.None;
desc.msaaSamples = 1;
dbufferHandles[0] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, s_DBufferNames[0], true, new Color(0, 0, 0, 1));
builder.SetRenderAttachment(dbufferHandles[0], 0, AccessFlags.Write);
}
if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormal || m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
{
var desc = cameraData.cameraTargetDescriptor;
desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
desc.depthStencilFormat = GraphicsFormat.None;
desc.msaaSamples = 1;
dbufferHandles[1] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, s_DBufferNames[1], true, new Color(0.5f, 0.5f, 0.5f, 1));
builder.SetRenderAttachment(dbufferHandles[1], 1, AccessFlags.Write);
}
if (m_Settings.surfaceData == DecalSurfaceData.AlbedoNormalMAOS)
{
var desc = cameraData.cameraTargetDescriptor;
desc.graphicsFormat = GraphicsFormat.R8G8B8A8_UNorm;
desc.depthStencilFormat = GraphicsFormat.None;
desc.msaaSamples = 1;
dbufferHandles[2] = UniversalRenderer.CreateRenderGraphTexture(renderGraph, desc, s_DBufferNames[2], true, new Color(0, 0, 0, 1));
builder.SetRenderAttachment(dbufferHandles[2], 2, AccessFlags.Write);
}
builder.SetRenderAttachmentDepth(depthTarget, AccessFlags.Read);
if (cameraDepthTexture.IsValid())
builder.UseTexture(cameraDepthTexture, AccessFlags.Read);
if (cameraNormalsTexture.IsValid())
builder.UseTexture(cameraNormalsTexture, AccessFlags.Read);
if (passData.decalLayers && renderingLayersTexture.IsValid())
builder.UseTexture(renderingLayersTexture, AccessFlags.Read);
if (resourceData.ssaoTexture.IsValid())
builder.UseGlobalTexture(s_SSAOTextureID);
var param = InitRendererListParams(renderingData, cameraData, lightData);
passData.rendererList = renderGraph.CreateRendererList(param);
builder.UseRendererList(passData.rendererList);
for (int i = 0; i < RenderGraphUtils.DBufferSize; ++i)
{
if (dbufferHandles[i].IsValid())
builder.SetGlobalTextureAfterPass(dbufferHandles[i], Shader.PropertyToID(s_DBufferNames[i]));
}
builder.AllowGlobalStateModification(true);
builder.SetRenderFunc(static (PassData data, RasterGraphContext rgContext) =>
{
SetKeywords(rgContext.cmd, data);
ExecutePass(rgContext.cmd, data, data.rendererList, true);
});
}
resourceData.dBuffer = dbufferHandles;
}
public override void OnCameraCleanup(CommandBuffer cmd)
{
if (cmd == null)
{
throw new System.ArgumentNullException("cmd");
}
cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT1, false);
cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT2, false);
cmd.SetKeyword(ShaderGlobalKeywords.DBufferMRT3, false);
cmd.SetKeyword(ShaderGlobalKeywords.DecalLayers, false);
}
}
}
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using System;
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal
{
internal class DecalDrawFowardEmissiveSystem : DecalDrawSystem
{
public DecalDrawFowardEmissiveSystem(DecalEntityManager entityManager) : base("DecalDrawFowardEmissiveSystem.Execute", entityManager) { }
protected override int GetPassIndex(DecalCachedChunk decalCachedChunk) => decalCachedChunk.passIndexEmissive;
}
internal class DecalForwardEmissivePass : ScriptableRenderPass
{
private FilteringSettings m_FilteringSettings;
private List<ShaderTagId> m_ShaderTagIdList;
private DecalDrawFowardEmissiveSystem m_DrawSystem;
public DecalForwardEmissivePass(DecalDrawFowardEmissiveSystem drawSystem)
{
renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
ConfigureInput(ScriptableRenderPassInput.Depth); // Require depth
m_DrawSystem = drawSystem;
profilingSampler = new ProfilingSampler("Draw Decal Forward Emissive");
m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1);
m_ShaderTagIdList = new List<ShaderTagId>();
m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DecalMeshForwardEmissive));
m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DecalProjectorForwardEmissive));
}
private class PassData
{
internal DecalDrawFowardEmissiveSystem drawSystem;
internal RendererListHandle rendererList;
}
private void InitPassData(ref PassData passData)
{
passData.drawSystem = m_DrawSystem;
}
private RendererListParams InitRendererListParams(UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData)
{
SortingCriteria sortingCriteria = cameraData.defaultOpaqueSortFlags;
DrawingSettings drawingSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, renderingData, cameraData, lightData, sortingCriteria);
return new RendererListParams(renderingData.cullResults, drawingSettings, m_FilteringSettings);
}
private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RendererList rendererList)
{
passData.drawSystem.Execute(cmd);
cmd.DrawRendererList(rendererList);
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
{
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
UniversalLightData lightData = frameData.Get<UniversalLightData>();
InitPassData(ref passData);
var param = InitRendererListParams(renderingData, cameraData, lightData);
passData.rendererList = renderGraph.CreateRendererList(param);
builder.UseRendererList(passData.rendererList);
UniversalRenderer renderer = (UniversalRenderer)cameraData.renderer;
builder.SetRenderAttachment(resourceData.activeColorTexture, 0, AccessFlags.Write);
builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.Read);
builder.SetRenderFunc(static (PassData data, RasterGraphContext rgContext) =>
{
ExecutePass(rgContext.cmd, data, data.rendererList);
});
}
}
}
}
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