Files
Test/Library/PackageCache/com.unity.render-pipelines.universal@ffe395a3a1d1/Runtime/Passes/RenderObjectsPass.cs
T
2026-11-01 23:39:55 +02:00

365 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// The scriptable render pass used with the render objects renderer feature.
/// </summary>
[MovedFrom(true, "UnityEngine.Experimental.Rendering.Universal")]
public partial class RenderObjectsPass : ScriptableRenderPass
{
RenderQueueType renderQueueType;
FilteringSettings m_FilteringSettings;
RenderObjects.CustomCameraSettings m_CameraSettings;
/// <summary>
/// The override material to use.
/// </summary>
public Material overrideMaterial { get; set; }
/// <summary>
/// The pass index to use with the override material.
/// </summary>
public int overrideMaterialPassIndex { get; set; }
/// <summary>
/// The override shader to use.
/// </summary>
public Shader overrideShader { get; set; }
/// <summary>
/// The pass index to use with the override shader.
/// </summary>
public int overrideShaderPassIndex { get; set; }
List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
private PassData m_PassData;
/// <summary>
/// Indicates whether this pass should use depth as input attachment.
/// When enabled, depth is read from tile memory instead of texture sampling (DX12, Vulkan only).
/// Requires depth to be read-only (no depth writes).
/// </summary>
private bool m_DepthInputAttachment;
/// <summary>
/// Sets the write and comparison function for depth.
/// </summary>
/// <param name="writeEnabled">Sets whether it should write to depth or not.</param>
/// <param name="function">The depth comparison function to use.</param>
[Obsolete("Use SetDepthState instead. #from(2023.1) #breakingFrom(2023.1)", true)]
public void SetDetphState(bool writeEnabled, CompareFunction function = CompareFunction.Less)
{
SetDepthState(writeEnabled, function);
}
/// <summary>
/// Sets the write and comparison function for depth.
/// </summary>
/// <param name="writeEnabled">Sets whether it should write to depth or not.</param>
/// <param name="function">The depth comparison function to use.</param>
public void SetDepthState(bool writeEnabled, CompareFunction function = CompareFunction.Less)
{
m_RenderStateBlock.mask |= RenderStateMask.Depth;
m_RenderStateBlock.depthState = new DepthState(writeEnabled, function);
}
/// <summary>
/// Sets whether this pass should use depth as input attachment.
/// This enables subpass depth reading on supported platforms (DX12, Vulkan).
/// When enabled, depth will be set as read-only in the RenderGraph.
/// </summary>
/// <param name="enable">True to enable depth input attachment</param>
internal void SetDepthInputAttachment(bool enable)
{
// The shader stripping relies on knowing about the feature, not the pass. So this can't correctly work if the pass is not added by the RenderObject feature.
m_DepthInputAttachment = enable;
}
/// <summary>
/// Sets up the stencil settings for the pass.
/// </summary>
/// <param name="reference">The stencil reference value.</param>
/// <param name="compareFunction">The comparison function to use.</param>
/// <param name="passOp">The stencil operation to use when the stencil test passes.</param>
/// <param name="failOp">The stencil operation to use when the stencil test fails.</param>
/// <param name="zFailOp">The stencil operation to use when the stencil test fails because of depth.</param>
public void SetStencilState(int reference, CompareFunction compareFunction, StencilOp passOp, StencilOp failOp, StencilOp zFailOp)
{
StencilState stencilState = StencilState.defaultValue;
stencilState.enabled = true;
stencilState.SetCompareFunction(compareFunction);
stencilState.SetPassOperation(passOp);
stencilState.SetFailOperation(failOp);
stencilState.SetZFailOperation(zFailOp);
m_RenderStateBlock.mask |= RenderStateMask.Stencil;
m_RenderStateBlock.stencilReference = reference;
m_RenderStateBlock.stencilState = stencilState;
}
RenderStateBlock m_RenderStateBlock;
/// <summary>
/// The constructor for render objects pass.
/// </summary>
/// <param name="profilerTag">The profiler tag used with the pass.</param>
/// <param name="renderPassEvent">Controls when the render pass executes.</param>
/// <param name="shaderTags">List of shader tags to render with.</param>
/// <param name="renderQueueType">The queue type for the objects to render.</param>
/// <param name="layerMask">The layer mask to use for creating filtering settings that control what objects get rendered.</param>
/// <param name="cameraSettings">The settings for custom cameras values.</param>
public RenderObjectsPass(string profilerTag, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings)
{
profilingSampler = new ProfilingSampler(profilerTag);
Init(renderPassEvent, shaderTags, renderQueueType, layerMask, cameraSettings);
}
internal void Init(RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings)
{
m_PassData = new PassData();
this.renderPassEvent = renderPassEvent;
this.renderQueueType = renderQueueType;
this.overrideMaterial = null;
this.overrideMaterialPassIndex = 0;
this.overrideShader = null;
this.overrideShaderPassIndex = 0;
RenderQueueRange renderQueueRange = (renderQueueType == RenderQueueType.Transparent)
? RenderQueueRange.transparent
: RenderQueueRange.opaque;
m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
if (shaderTags != null && shaderTags.Length > 0)
{
foreach (var tag in shaderTags)
m_ShaderTagIdList.Add(new ShaderTagId(tag));
}
else
{
m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit"));
m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward"));
m_ShaderTagIdList.Add(new ShaderTagId("UniversalForwardOnly"));
}
m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
m_CameraSettings = cameraSettings;
}
private static void ExecutePass(PassData passData, RasterCommandBuffer cmd, RendererList rendererList, bool isYFlipped)
{
Camera camera = passData.cameraData.camera;
if (passData.cameraData.xr.enabled && passData.isActiveTargetBackBuffer)
{
cmd.SetViewport(passData.cameraData.xr.GetViewport());
}
// In case of camera stacking we need to take the viewport rect from base camera
Rect pixelRect = passData.cameraData.pixelRect;
float cameraAspect = (float)pixelRect.width / (float)pixelRect.height;
if (passData.cameraSettings.overrideCamera)
{
if (passData.cameraData.xr.enabled)
{
Debug.LogWarning("RenderObjects pass is configured to override camera matrices. While rendering in stereo camera matrices cannot be overridden.");
}
else
{
Matrix4x4 projectionMatrix = Matrix4x4.Perspective(passData.cameraSettings.cameraFieldOfView, cameraAspect,
camera.nearClipPlane, camera.farClipPlane);
projectionMatrix = GL.GetGPUProjectionMatrix(projectionMatrix, isYFlipped);
Matrix4x4 viewMatrix = passData.cameraData.GetViewMatrix();
Vector4 cameraTranslation = viewMatrix.GetColumn(3);
viewMatrix.SetColumn(3, cameraTranslation + passData.cameraSettings.offset);
RenderingUtils.SetViewAndProjectionMatrices(cmd, viewMatrix, projectionMatrix, false);
}
}
var activeDebugHandler = GetActiveDebugHandler(passData.cameraData);
if (activeDebugHandler != null)
{
passData.debugRendererLists.DrawWithRendererList(cmd);
}
else
{
cmd.DrawRendererList(rendererList);
}
if (passData.cameraSettings.overrideCamera && passData.cameraSettings.restoreCamera && !passData.cameraData.xr.enabled)
{
RenderingUtils.SetViewAndProjectionMatrices(cmd, passData.cameraData.GetViewMatrix(), GL.GetGPUProjectionMatrix(passData.cameraData.GetProjectionMatrix(0), isYFlipped), false);
}
}
private class PassData
{
internal RenderObjects.CustomCameraSettings cameraSettings;
internal RenderPassEvent renderPassEvent;
internal TextureHandle color;
internal RendererListHandle rendererListHdl;
internal DebugRendererLists debugRendererLists;
internal UniversalCameraData cameraData;
// Required for code sharing purpose between RG and non-RG.
internal RendererList rendererList;
internal bool depthInputAttachment;
internal bool isActiveTargetBackBuffer;
}
private void InitPassData(UniversalCameraData cameraData, ref PassData passData, bool isActiveTargetBackBuffer = false)
{
passData.cameraSettings = m_CameraSettings;
passData.renderPassEvent = renderPassEvent;
passData.cameraData = cameraData;
passData.isActiveTargetBackBuffer = isActiveTargetBackBuffer;
passData.depthInputAttachment = false;
}
private void InitRendererLists(UniversalRenderingData renderingData, UniversalLightData lightData,
ref PassData passData, RenderGraph renderGraph)
{
SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent)
? SortingCriteria.CommonTransparent
: passData.cameraData.defaultOpaqueSortFlags;
DrawingSettings drawingSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, renderingData,
passData.cameraData, lightData, sortingCriteria);
drawingSettings.overrideMaterial = overrideMaterial;
drawingSettings.overrideMaterialPassIndex = overrideMaterialPassIndex;
drawingSettings.overrideShader = overrideShader;
drawingSettings.overrideShaderPassIndex = overrideShaderPassIndex;
var activeDebugHandler = GetActiveDebugHandler(passData.cameraData);
if (activeDebugHandler != null)
{
passData.debugRendererLists = activeDebugHandler.CreateRendererListsWithDebugRenderState(renderGraph,
ref renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock);
}
else
{
RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, ref renderingData.cullResults, drawingSettings,
m_FilteringSettings, m_RenderStateBlock, ref passData.rendererListHdl);
}
}
/// <inheritdoc />
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
UniversalLightData lightData = frameData.Get<UniversalLightData>();
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
{
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
InitPassData(cameraData, ref passData, resourceData.isActiveTargetBackBuffer);
passData.color = resourceData.activeColorTexture;
builder.SetRenderAttachment(resourceData.activeColorTexture, 0, AccessFlags.Write);
if (resourceData.activeDepthTexture.IsValid())
{
// Configure depth attachment based on input attachment setting
if (m_DepthInputAttachment && SystemInfo.supportsDepthAttachmentAsInputAttachment)
{
// Input attachment mode: depth is read-only, accessed from tile memory
builder.SetExtendedFeatureFlags(ExtendedFeatureFlags.DepthAttachmentAsInputAttachment);
builder.SetInputAttachment(resourceData.activeDepthTexture, 0, AccessFlags.Read);
passData.depthInputAttachment = true;
}
else if (cameraData.imageScalingMode != ImageScalingMode.Upscaling || passData.renderPassEvent != RenderPassEvent.AfterRenderingPostProcessing)
{
builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.ReadWrite);
}
}
TextureHandle mainShadowsTexture = resourceData.mainShadowsTexture;
TextureHandle additionalShadowsTexture = resourceData.additionalShadowsTexture;
if (mainShadowsTexture.IsValid())
builder.UseTexture(mainShadowsTexture, AccessFlags.Read);
if (additionalShadowsTexture.IsValid())
builder.UseTexture(additionalShadowsTexture, AccessFlags.Read);
TextureHandle[] dBufferHandles = resourceData.dBuffer;
for (int i = 0; i < dBufferHandles.Length; ++i)
{
TextureHandle dBuffer = dBufferHandles[i];
if (dBuffer.IsValid())
builder.UseTexture(dBuffer, AccessFlags.Read);
}
TextureHandle ssaoTexture = resourceData.ssaoTexture;
if (ssaoTexture.IsValid())
builder.UseTexture(ssaoTexture, AccessFlags.Read);
InitRendererLists(renderingData, lightData, ref passData, renderGraph);
var activeDebugHandler = GetActiveDebugHandler(passData.cameraData);
if (activeDebugHandler != null)
{
passData.debugRendererLists.PrepareRendererListForRasterPass(builder);
}
else
{
builder.UseRendererList(passData.rendererListHdl);
}
builder.AllowGlobalStateModification(true);
if (cameraData.xr.enabled)
{
bool passSupportsFoveation = cameraData.xrUniversal.canFoveateIntermediatePasses || resourceData.isActiveTargetBackBuffer;
builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && passSupportsFoveation);
// Multiview render regions are incompatible with the inner (foveal) pass in Quad View
if (!cameraData.xr.isQuadViewInnerPass)
{
builder.SetExtendedFeatureFlags(ExtendedFeatureFlags.MultiviewRenderRegionsCompatible);
}
}
builder.SetRenderFunc(static (PassData data, RasterGraphContext rgContext) =>
{
var isYFlipped = RenderingUtils.IsHandleYFlipped(rgContext, in data.color);
// Set shader keywords for depth input attachment
if (data.depthInputAttachment)
{
switch (data.cameraData.cameraTargetDescriptor.msaaSamples)
{
case 8:
case 4:
case 2:
rgContext.cmd.SetKeyword(ShaderGlobalKeywords.DEPTH_AS_INPUT_ATTACHMENT, false);
rgContext.cmd.SetKeyword(ShaderGlobalKeywords.DEPTH_AS_INPUT_ATTACHMENT_MSAA, true);
break;
// MSAA disabled
default:
rgContext.cmd.SetKeyword(ShaderGlobalKeywords.DEPTH_AS_INPUT_ATTACHMENT, true);
rgContext.cmd.SetKeyword(ShaderGlobalKeywords.DEPTH_AS_INPUT_ATTACHMENT_MSAA, false);
break;
}
}
else
{
// Ensure keywords are disabled
rgContext.cmd.SetKeyword(ShaderGlobalKeywords.DEPTH_AS_INPUT_ATTACHMENT, false);
rgContext.cmd.SetKeyword(ShaderGlobalKeywords.DEPTH_AS_INPUT_ATTACHMENT_MSAA, false);
}
ExecutePass(data, rgContext.cmd, data.rendererListHdl, isYFlipped);
});
}
}
}
}