80 lines
2.9 KiB
C#
80 lines
2.9 KiB
C#
using System;
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using UnityEngine.Rendering.RenderGraphModule;
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// cleanup code
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// listMinDepth and maxDepth should be stored in a different uniform block?
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// Point lights stored as vec4
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// RelLightIndices should be stored in ushort instead of uint.
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// TODO use Unity.Mathematics
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// TODO Check if there is a bitarray structure (with dynamic size) available in Unity
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namespace UnityEngine.Rendering.Universal.Internal
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{
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// Render all tiled-based deferred lights.
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internal class DeferredPass : ScriptableRenderPass
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{
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DeferredLights m_DeferredLights;
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public DeferredPass(RenderPassEvent evt, DeferredLights deferredLights)
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{
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profilingSampler = new ProfilingSampler("Render Deferred Lighting");
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base.renderPassEvent = evt;
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m_DeferredLights = deferredLights;
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}
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private class PassData
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{
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internal UniversalCameraData cameraData;
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internal UniversalLightData lightData;
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internal UniversalShadowData shadowData;
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internal TextureHandle[] gbuffer;
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internal DeferredLights deferredLights;
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}
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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var cameraData = frameData.Get<UniversalCameraData>();
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var resourceData = frameData.Get<UniversalResourceData>();
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var lightData = frameData.Get<UniversalLightData>();
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var shadowData = frameData.Get<UniversalShadowData>();
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var color = resourceData.activeColorTexture;
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var depth = resourceData.activeDepthTexture;
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var gbuffer = resourceData.gBuffer;
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using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
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{
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passData.cameraData = cameraData;
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passData.lightData = lightData;
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passData.shadowData = shadowData;
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builder.SetRenderAttachment(color, 0, AccessFlags.Write);
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builder.SetRenderAttachmentDepth(depth, AccessFlags.ReadWrite);
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passData.deferredLights = m_DeferredLights;
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for (int i = 0, idx = 0; i < gbuffer.Length; ++i)
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{
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if (i == m_DeferredLights.GBufferLightingIndex)
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continue;
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builder.SetInputAttachment(gbuffer[i], idx++);
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}
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builder.AllowGlobalStateModification(true);
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builder.SetRenderFunc(static (PassData data, RasterGraphContext context) =>
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{
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data.deferredLights.ExecuteDeferredPass(context.cmd, data.cameraData, data.lightData, data.shadowData, data.gbuffer);
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});
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}
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}
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// ScriptableRenderPass
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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m_DeferredLights.OnCameraCleanup(cmd);
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}
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}
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}
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