using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal; using UnityEngine.Rendering.Universal.Internal; /// /// The class for the On-Tile Post Processing renderer feature. This renderer feature provides a reduced scope alternative to the built-in URP post-processing features but that can run more optimally on tile-based graphics hardware (most untethered-XR devices) /// The renderer feature could only be added once. Adding multiple post processing passes is currently not supported. /// [SupportedOnRenderer(typeof(UniversalRendererData))] [DisallowMultipleRendererFeature("On Tile Post Processing")] public partial class OnTilePostProcessFeature : ScriptableRendererFeature { [SerializeField, HideInInspector] PostProcessData m_PostProcessData; /// /// Specifies at which injection point the pass will be rendered. /// RenderPassEvent postProcessingEvent = RenderPassEvent.AfterRenderingPostProcessing-1; Material m_OnTilePostProcessMaterial; ColorGradingLutPass m_ColorGradingLutPass; OnTilePostProcessPass m_OnTilePostProcessPass; bool TryLoadResources() { if (m_OnTilePostProcessMaterial == null) { if (!GraphicsSettings.TryGetRenderPipelineSettings(out var resources)) { Debug.LogErrorFormat( $"Couldn't find the required resources for the {nameof(OnTilePostProcessFeature)} render feature."); return false; } var uberPostShader = resources.uberPostShader; if (uberPostShader == null || !uberPostShader.isSupported) { Debug.LogErrorFormat( $"Couldn't not create a supported shader for {nameof(OnTilePostProcessFeature)} render feature."); return false; } m_OnTilePostProcessMaterial = new Material(uberPostShader); } return true; } /// public override void Create() { if (m_PostProcessData == null) { #if UNITY_EDITOR m_PostProcessData = PostProcessData.GetDefaultPostProcessData(); #endif } if (m_PostProcessData == null) { Debug.LogError($"{nameof(OnTilePostProcessFeature)} does not have a valid postProcessData instance."); return; } m_ColorGradingLutPass = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingPrePasses, m_PostProcessData); m_OnTilePostProcessPass = new OnTilePostProcessPass(m_PostProcessData); // On-tile PP requires memoryless intermediate texture to work. In case intermediate texture is not memoryless, on-tile PP will falls back to off-tile rendering. m_OnTilePostProcessPass.requiresIntermediateTexture = true; supportedRenderingFeatures.supportsHDR = true; supportedRenderingFeatures.postProcessing = true; } /// public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { // Post processing needs to be enabled on the camera. if (!renderingData.cameraData.postProcessEnabled) return; // NOTE: Ideally, we check here if the Post Processing is enabled on the UniversalRenderer asset through a public API. In that case, the built in post processing will be enabled. // We currently do not have a public API for that, so we use internal API for now. if (renderer is not UniversalRenderer universalRenderer) return; if (universalRenderer.postProcessEnabled) { Debug.LogError("URP renderer(Universal Renderer Data) has post processing enabled, which conflicts with the On-Tile post processing feature. Only one of the post processing should be enabled. On-Tile post processing feature will not be added."); return; } if (m_ColorGradingLutPass == null || m_OnTilePostProcessPass == null) return; if (!TryLoadResources()) return; m_ColorGradingLutPass.renderPassEvent = RenderPassEvent.BeforeRenderingPrePasses; m_OnTilePostProcessPass.Setup(ref m_OnTilePostProcessMaterial); m_OnTilePostProcessPass.renderPassEvent = postProcessingEvent; m_OnTilePostProcessPass.m_UseTextureReadFallback = !universalRenderer.useTileOnlyMode; renderer.EnqueuePass(m_ColorGradingLutPass); renderer.EnqueuePass(m_OnTilePostProcessPass); } /// protected override void Dispose(bool disposing) { // Always dispose unmanaged resources. m_ColorGradingLutPass?.Cleanup(); } }