Files
2026-11-01 23:39:55 +02:00

295 lines
16 KiB
C#

using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal.Internal
{
/// <summary>
/// Copy the given depth buffer into the given destination depth buffer.
///
/// You can use this pass to copy a depth buffer to a destination,
/// so you can use it later in rendering. If the source texture has MSAA
/// enabled, the pass uses a custom MSAA resolve. If the source texture
/// does not have MSAA enabled, the pass uses a Blit or a Copy Texture
/// operation, depending on what the current platform supports.
/// </summary>
public partial class CopyDepthPass : ScriptableRenderPass
{
// In XR CopyDepth, we need a special workaround to handle dummy color issue in RenderGraph.
internal bool CopyToDepthXR { get; set; }
Material m_CopyDepthMaterial;
/// <summary>
/// Shader resource ids used to communicate with the shader implementation
/// </summary>
static class ShaderConstants
{
public static readonly int _CameraDepthAttachment = Shader.PropertyToID("_CameraDepthAttachment");
public static readonly int _CameraDepthTexture = Shader.PropertyToID("_CameraDepthTexture");
public static readonly int _ZWriteShaderHandle = Shader.PropertyToID("_ZWrite");
}
/// <summary>
/// Creates a new <c>CopyDepthPass</c> instance.
/// </summary>
/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
/// <param name="copyDepthShader">The <c>Shader</c> to use for copying the depth.</param>
/// <param name="shouldClear">Controls whether it should do a clear before copying the depth.</param>
/// <param name="copyToDepth">Deprecated, the parameter is ignored. This is now automatically derived from the source and destination TextureHandle.</param>
/// <param name="copyResolvedDepth">Deprecated, the parameter is ignored. This is now automatically derived from the source and destination TextureHandle.</param>
/// <param name="customPassName">An optional custom profiling name to disambiguate multiple copy passes.</param>
/// <seealso cref="RenderPassEvent"/>
public CopyDepthPass(RenderPassEvent evt, Shader copyDepthShader, bool shouldClear = false, bool copyToDepth = false, bool copyResolvedDepth = false, string customPassName = null)
{
profilingSampler = customPassName != null ? new ProfilingSampler(customPassName) : URPProfilingSamplers.CopyDepth;
m_CopyDepthMaterial = copyDepthShader != null ? CoreUtils.CreateEngineMaterial(copyDepthShader) : null;
renderPassEvent = evt;
CopyToDepthXR = false;
}
/// <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 Target</param>
public void Setup(RTHandle source, RTHandle destination)
{
}
/// <summary>
/// Cleans up resources used by the pass.
/// </summary>
public void Dispose()
{
CoreUtils.Destroy(m_CopyDepthMaterial);
}
private class PassData
{
internal TextureHandle source;
internal TextureHandle destination;
internal UniversalCameraData cameraData;
internal Material copyDepthMaterial;
internal bool copyResolvedDepth;
internal bool copyToDepth;
internal bool setViewport;
}
private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RTHandle source, Vector4 scaleBias)
{
var copyDepthMaterial = passData.copyDepthMaterial;
if (copyDepthMaterial == null)
{
Debug.LogErrorFormat("Missing {0}. Copy Depth render pass will not execute. Check for missing reference in the renderer resources.", copyDepthMaterial);
return;
}
int cameraSamples;
if (passData.copyResolvedDepth)
{
cameraSamples = 1;
}
else
{
cameraSamples = source.rt.antiAliasing;
}
switch (cameraSamples)
{
case 8:
cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa2, false);
cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa4, false);
cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa8, true);
break;
case 4:
cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa2, false);
cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa4, true);
cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa8, false);
break;
case 2:
cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa2, true);
cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa4, false);
cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa8, false);
break;
// MSAA disabled, auto resolve supported, resolve texture requested, or ms textures not supported
default:
cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa2, false);
cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa4, false);
cmd.SetKeyword(ShaderGlobalKeywords.DepthMsaa8, false);
break;
}
cmd.SetKeyword(ShaderGlobalKeywords._OUTPUT_DEPTH, passData.copyToDepth);
// When we render to the backbuffer, we update the viewport to cover the entire screen just in case it hasn't been updated already.
if (passData.setViewport)
cmd.SetViewport(passData.cameraData.pixelRect);
copyDepthMaterial.SetTexture(ShaderConstants._CameraDepthAttachment, source);
copyDepthMaterial.SetFloat(ShaderConstants._ZWriteShaderHandle, passData.copyToDepth ? 1.0f : 0.0f);
Blitter.BlitTexture(cmd, source, scaleBias, copyDepthMaterial, 0);
}
/// <summary>
/// Sets up the Copy Depth pass for RenderGraph execution
/// </summary>
/// <param name="renderGraph">The current RenderGraph used for recording and execution of a frame.</param>
/// <param name="frameData">The renderer settings containing rendering data of the current frame.</param>
/// <param name="destination"><c>TextureHandle</c> of the destination it will copy to.</param>
/// <param name="source"><c>TextureHandle</c> of the source it will copy from.</param>
/// <param name="bindAsCameraDepth">If this is true, the destination texture is bound as _CameraDepthTexture after the copy pass</param>
/// <param name="passName">The pass name used for debug and identifying the pass.</param>
public void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle destination, TextureHandle source, bool bindAsCameraDepth = false, string passName = "Copy Depth")
{
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
Render(renderGraph, destination, source, resourceData, cameraData, bindAsCameraDepth, passName);
}
/// <summary>
/// Sets up the Copy Depth pass for RenderGraph execution
/// </summary>
/// <param name="renderGraph">The current RenderGraph used for recording and execution of a frame.</param>
/// <param name="destination"><c>TextureHandle</c> of the destination it will copy to.</param>
/// <param name="source"><c>TextureHandle</c> of the source it will copy from.</param>
/// <param name="resourceData">URP texture handles for the current frame.</param>
/// <param name="cameraData">Camera settings for the current frame.</param>
/// <param name="bindAsCameraDepth">If this is true, the destination texture is bound as _CameraDepthTexture after the copy pass</param>
/// <param name="passName">The pass name used for debug and identifying the pass.</param>
public void Render(RenderGraph renderGraph, TextureHandle destination, TextureHandle source, UniversalResourceData resourceData, UniversalCameraData cameraData, bool bindAsCameraDepth = false, string passName = "Copy Depth")
{
Debug.Assert(source.IsValid(), "CopyDepthPass source is not a valid texture.");
Debug.Assert(destination.IsValid(), "CopyDepthPass destination is not a valid texture.");
var sourceDesc = renderGraph.GetTextureDesc(source);
var destinationDesc = renderGraph.GetRenderTargetInfo(destination);
bool dstHasDepthFormat = GraphicsFormatUtility.IsDepthFormat(destinationDesc.format);
bool hasMSAA = sourceDesc.msaaSamples != MSAASamples.None;
var canUseResolvedDepth = !sourceDesc.bindTextureMS && RenderingUtils.MultisampleDepthResolveSupported();
var canSampleMSAADepth = sourceDesc.bindTextureMS && SystemInfo.supportsMultisampledTextures != 0;
Debug.Assert(!hasMSAA || canUseResolvedDepth || canSampleMSAADepth || !dstHasDepthFormat
, "Can't copy depth to destination with depth format due to MSAA and platform/API limitations: no resolved depth resource (bindMS), depth resolve unsupported, and MSAA depth sampling unsupported.");
// Having a different pass name than profilingSampler.name is bad practice but this method was public before we cleaned up this naming
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
{
passData.copyDepthMaterial = m_CopyDepthMaterial;
passData.cameraData = cameraData;
//When we can't resolve depth and can't sample MSAA depth, we should have set the target to color. This works on GLES for example.
//Perhaps we need to check for !dstHasDepthFormat but we keep to original check to avoid any issues for now.
passData.copyResolvedDepth = canUseResolvedDepth || !canSampleMSAADepth;
passData.copyToDepth = dstHasDepthFormat;
passData.setViewport = CopyToDepthXR;
if (cameraData.xr.enabled)
{
// Multiview render regions are incompatible with the inner (foveal) pass in Quad View
if (!cameraData.xr.isQuadViewInnerPass)
{
builder.SetExtendedFeatureFlags(ExtendedFeatureFlags.MultiviewRenderRegionsCompatible);
}
}
if (CopyToDepthXR)
{
// Writes depth using custom depth output
builder.SetRenderAttachmentDepth(destination, AccessFlags.WriteAll);
#if ENABLE_VR && ENABLE_XR_MODULE
// binding a dummy color target as a workaround to NRP depth only rendering limitation:
// "Attempting to render to a depth only surface with no dummy color attachment"
if (cameraData.xr.enabled && cameraData.xr.copyDepth)
{
RenderTargetInfo backBufferDesc = renderGraph.GetRenderTargetInfo(resourceData.backBufferColor);
// In the case where MSAA is enabled, we have to bind a different dummy texture
// This is to ensure that we don't render black in the resolve result of the color backbuffer
// This also makes this pass unmergeable in this case, potentially impacting performance
if (backBufferDesc.msaaSamples > 1)
{
TextureHandle dummyXRRenderTarget = renderGraph.CreateTexture(new TextureDesc(backBufferDesc.width, backBufferDesc.height, false, true)
{
name = "XR Copy Depth Dummy Render Target",
slices = backBufferDesc.volumeDepth,
format = backBufferDesc.format,
msaaSamples = (MSAASamples)backBufferDesc.msaaSamples,
clearBuffer = false,
bindTextureMS = backBufferDesc.bindMS
});
builder.SetRenderAttachment(dummyXRRenderTarget, 0);
}
else
builder.SetRenderAttachment(resourceData.backBufferColor, 0);
}
#endif
}
else if (passData.copyToDepth)
{
// Writes depth using custom depth output
builder.SetRenderAttachmentDepth(destination, AccessFlags.WriteAll);
#if UNITY_EDITOR
// binding a dummy color target as a workaround to an OSX issue in Editor scene view (UUM-47698).
// Also required for preview camera rendering for grid drawn with builtin RP (UUM-55171).
// Also required for render gizmos (UUM-91335).
// When MSAA is enabled with Dbuffer can cause sample count mismatches between active color and depth target; create a dummy color target to resolve. (UUM-131330)
if (cameraData.isSceneViewCamera || cameraData.isPreviewCamera || UnityEditor.Handles.ShouldRenderGizmos())
{
// get info for the active color
var activeColorInfo = renderGraph.GetRenderTargetInfo(resourceData.activeColorTexture);
// destination depth info (the texture we created earlier)
var destInfo = renderGraph.GetRenderTargetInfo(destination);
// if samples mismatch, create a dummy color RT with dest's samples
if (activeColorInfo.msaaSamples != destInfo.msaaSamples)
{
TextureHandle dummyColor = renderGraph.CreateTexture(new TextureDesc(activeColorInfo.width, activeColorInfo.height, false, true)
{
name = "Copy Depth Editor Dummy Color",
slices = activeColorInfo.volumeDepth,
format = activeColorInfo.format,
msaaSamples = (MSAASamples)destInfo.msaaSamples, // match the depth target
clearBuffer = false,
bindTextureMS = activeColorInfo.bindMS
});
builder.SetRenderAttachment(dummyColor, 0);
}
else
{
builder.SetRenderAttachment(resourceData.activeColorTexture, 0);
}
}
#endif
}
else
{
// Writes depth as "grayscale color" output
builder.SetRenderAttachment(destination, 0, AccessFlags.WriteAll);
}
passData.source = source;
passData.destination = destination;
builder.UseTexture(source, AccessFlags.Read);
if (bindAsCameraDepth)
builder.SetGlobalTextureAfterPass(destination, ShaderConstants._CameraDepthTexture);
builder.AllowGlobalStateModification(true);
builder.SetRenderFunc(static (PassData data, RasterGraphContext context) =>
{
Vector4 scaleBias = RenderingUtils.GetFinalBlitScaleBias(context, data.source, data.destination);
ExecutePass(context.cmd, data, data.source, scaleBias);
});
}
}
}
}