118 lines
4.7 KiB
C#
118 lines
4.7 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.Rendering.Universal.Internal;
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/// <summary>
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/// 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)
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/// The renderer feature could only be added once. Adding multiple post processing passes is currently not supported.
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/// </summary>
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[SupportedOnRenderer(typeof(UniversalRendererData))]
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[DisallowMultipleRendererFeature("On Tile Post Processing")]
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public partial class OnTilePostProcessFeature : ScriptableRendererFeature
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{
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[SerializeField, HideInInspector]
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PostProcessData m_PostProcessData;
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/// <summary>
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/// Specifies at which injection point the pass will be rendered.
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/// </summary>
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RenderPassEvent postProcessingEvent = RenderPassEvent.AfterRenderingPostProcessing-1;
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Material m_OnTilePostProcessMaterial;
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ColorGradingLutPass m_ColorGradingLutPass;
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OnTilePostProcessPass m_OnTilePostProcessPass;
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bool TryLoadResources()
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{
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if (m_OnTilePostProcessMaterial == null)
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{
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if (!GraphicsSettings.TryGetRenderPipelineSettings<OnTilePostProcessResource>(out var resources))
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{
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Debug.LogErrorFormat(
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$"Couldn't find the required resources for the {nameof(OnTilePostProcessFeature)} render feature.");
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return false;
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}
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var uberPostShader = resources.uberPostShader;
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if (uberPostShader == null || !uberPostShader.isSupported)
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{
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Debug.LogErrorFormat(
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$"Couldn't not create a supported shader for {nameof(OnTilePostProcessFeature)} render feature.");
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return false;
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}
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m_OnTilePostProcessMaterial = new Material(uberPostShader);
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}
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return true;
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}
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/// <inheritdoc/>
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public override void Create()
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{
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if (m_PostProcessData == null)
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{
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#if UNITY_EDITOR
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m_PostProcessData = PostProcessData.GetDefaultPostProcessData();
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#endif
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}
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if (m_PostProcessData == null)
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{
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Debug.LogError($"{nameof(OnTilePostProcessFeature)} does not have a valid postProcessData instance.");
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return;
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}
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m_ColorGradingLutPass = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingPrePasses, m_PostProcessData);
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m_OnTilePostProcessPass = new OnTilePostProcessPass(m_PostProcessData);
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// 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.
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m_OnTilePostProcessPass.requiresIntermediateTexture = true;
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supportedRenderingFeatures.supportsHDR = true;
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supportedRenderingFeatures.postProcessing = true;
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}
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/// <inheritdoc/>
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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// Post processing needs to be enabled on the camera.
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if (!renderingData.cameraData.postProcessEnabled)
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return;
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// 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.
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// We currently do not have a public API for that, so we use internal API for now.
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if (renderer is not UniversalRenderer universalRenderer)
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return;
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if (universalRenderer.postProcessEnabled)
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{
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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.");
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return;
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}
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if (m_ColorGradingLutPass == null || m_OnTilePostProcessPass == null)
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return;
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if (!TryLoadResources())
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return;
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m_ColorGradingLutPass.renderPassEvent = RenderPassEvent.BeforeRenderingPrePasses;
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m_OnTilePostProcessPass.Setup(ref m_OnTilePostProcessMaterial);
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m_OnTilePostProcessPass.renderPassEvent = postProcessingEvent;
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m_OnTilePostProcessPass.m_UseTextureReadFallback = !universalRenderer.useTileOnlyMode;
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renderer.EnqueuePass(m_ColorGradingLutPass);
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renderer.EnqueuePass(m_OnTilePostProcessPass);
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}
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/// <inheritdoc/>
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protected override void Dispose(bool disposing)
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{
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// Always dispose unmanaged resources.
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m_ColorGradingLutPass?.Cleanup();
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}
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}
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