using System; using System.Collections.Generic; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.RenderGraphModule; using UnityEngine.Profiling; namespace UnityEngine.Rendering.Universal.Internal { /// /// Extension of DrawObjectPass that also output Rendering Layers Texture as second render target. /// internal class DrawObjectsWithRenderingLayersPass : DrawObjectsPass { RTHandle[] m_ColorTargetIndentifiers; RTHandle m_DepthTargetIndentifiers; public DrawObjectsWithRenderingLayersPass(URPProfileId profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) : base(profilerTag, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference) { m_ColorTargetIndentifiers = new RTHandle[2]; } public void Setup(RTHandle colorAttachment, RTHandle renderingLayersTexture, RTHandle depthAttachment) { if (colorAttachment == null) throw new ArgumentException("Color attachment can not be null", "colorAttachment"); if (renderingLayersTexture == null) throw new ArgumentException("Rendering layers attachment can not be null", "renderingLayersTexture"); if (depthAttachment == null) throw new ArgumentException("Depth attachment can not be null", "depthAttachment"); m_ColorTargetIndentifiers[0] = colorAttachment; m_ColorTargetIndentifiers[1] = renderingLayersTexture; m_DepthTargetIndentifiers = depthAttachment; } public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { ConfigureTarget(m_ColorTargetIndentifiers, m_DepthTargetIndentifiers); } protected override void OnExecute(CommandBuffer cmd) { CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.WriteRenderingLayers, true); } } /// /// Draw objects into the given color and depth target /// /// You can use this pass to render objects that have a material and/or shader /// with the pass names UniversalForward or SRPDefaultUnlit. /// public class DrawObjectsPass : ScriptableRenderPass { FilteringSettings m_FilteringSettings; RenderStateBlock m_RenderStateBlock; List m_ShaderTagIdList = new List(); string m_ProfilerTag; ProfilingSampler m_ProfilingSampler; bool m_IsOpaque; /// /// Used to indicate whether transparent objects should receive shadows or not. /// public bool m_ShouldTransparentsReceiveShadows; PassData m_PassData; bool m_UseDepthPriming; static readonly int s_DrawObjectPassDataPropID = Shader.PropertyToID("_DrawObjectPassData"); /// /// Creates a new DrawObjectsPass instance. /// /// /// /// /// The RenderPassEvent to use. /// /// /// /// /// /// /// /// /// public DrawObjectsPass(string profilerTag, ShaderTagId[] shaderTagIds, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) { base.profilingSampler = new ProfilingSampler(nameof(DrawObjectsPass)); m_PassData = new PassData(); m_ProfilerTag = profilerTag; m_ProfilingSampler = new ProfilingSampler(profilerTag); foreach (ShaderTagId sid in shaderTagIds) m_ShaderTagIdList.Add(sid); renderPassEvent = evt; m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); m_IsOpaque = opaque; m_ShouldTransparentsReceiveShadows = false; if (stencilState.enabled) { m_RenderStateBlock.stencilReference = stencilReference; m_RenderStateBlock.mask = RenderStateMask.Stencil; m_RenderStateBlock.stencilState = stencilState; } } /// /// Creates a new DrawObjectsPass instance. /// /// /// /// /// /// /// /// /// /// /// /// public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) : this(profilerTag, new ShaderTagId[] { new ShaderTagId("SRPDefaultUnlit"), new ShaderTagId("UniversalForward"), new ShaderTagId("UniversalForwardOnly") }, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference) { } internal DrawObjectsPass(URPProfileId profileId, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) : this(profileId.GetType().Name, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference) { m_ProfilingSampler = ProfilingSampler.Get(profileId); } /// public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { m_PassData.m_IsOpaque = m_IsOpaque; m_PassData.m_RenderStateBlock = m_RenderStateBlock; m_PassData.m_FilteringSettings = m_FilteringSettings; m_PassData.m_ShaderTagIdList = m_ShaderTagIdList; m_PassData.m_ProfilingSampler = m_ProfilingSampler; m_PassData.pass = this; CameraSetup(renderingData.commandBuffer, m_PassData, ref renderingData); ExecutePass(context, m_PassData, ref renderingData, renderingData.cameraData.IsCameraProjectionMatrixFlipped()); } private static void CameraSetup(CommandBuffer cmd, PassData data, ref RenderingData renderingData) { if (renderingData.cameraData.renderer.useDepthPriming && data.m_IsOpaque && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth)) { data.m_RenderStateBlock.depthState = new DepthState(false, CompareFunction.Equal); data.m_RenderStateBlock.mask |= RenderStateMask.Depth; } else if (data.m_RenderStateBlock.depthState.compareFunction == CompareFunction.Equal) { data.m_RenderStateBlock.depthState = new DepthState(true, CompareFunction.LessEqual); data.m_RenderStateBlock.mask |= RenderStateMask.Depth; } } private static void ExecutePass(ScriptableRenderContext context, PassData data, ref RenderingData renderingData, bool yFlip) { var cmd = renderingData.commandBuffer; using (new ProfilingScope(cmd, data.m_ProfilingSampler)) { // Global render pass data containing various settings. // x,y,z are currently unused // w is used for knowing whether the object is opaque(1) or alpha blended(0) Vector4 drawObjectPassData = new Vector4(0.0f, 0.0f, 0.0f, (data.m_IsOpaque) ? 1.0f : 0.0f); cmd.SetGlobalVector(s_DrawObjectPassDataPropID, drawObjectPassData); // scaleBias.x = flipSign // scaleBias.y = scale // scaleBias.z = bias // scaleBias.w = unused float flipSign = yFlip ? -1.0f : 1.0f; Vector4 scaleBias = (flipSign < 0.0f) ? new Vector4(flipSign, 1.0f, -1.0f, 1.0f) : new Vector4(flipSign, 0.0f, 1.0f, 1.0f); cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBias); // Set a value that can be used by shaders to identify when AlphaToMask functionality may be active // The material shader alpha clipping logic requires this value in order to function correctly in all cases. float alphaToMaskAvailable = ((renderingData.cameraData.cameraTargetDescriptor.msaaSamples > 1) && data.m_IsOpaque) ? 1.0f : 0.0f; cmd.SetGlobalFloat(ShaderPropertyId.alphaToMaskAvailable, alphaToMaskAvailable); // TODO RENDERGRAPH: do this as a separate pass, so no need of calling OnExecute here... data.pass.OnExecute(cmd); context.ExecuteCommandBuffer(cmd); cmd.Clear(); Camera camera = renderingData.cameraData.camera; var sortFlags = (data.m_IsOpaque) ? renderingData.cameraData.defaultOpaqueSortFlags : SortingCriteria.CommonTransparent; if (renderingData.cameraData.renderer.useDepthPriming && data.m_IsOpaque && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth)) sortFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder; var filterSettings = data.m_FilteringSettings; #if UNITY_EDITOR // When rendering the preview camera, we want the layer mask to be forced to Everything if (renderingData.cameraData.isPreviewCamera) { filterSettings.layerMask = -1; } #endif DrawingSettings drawSettings = RenderingUtils.CreateDrawingSettings(data.m_ShaderTagIdList, ref renderingData, sortFlags); var activeDebugHandler = GetActiveDebugHandler(ref renderingData); if (activeDebugHandler != null) { activeDebugHandler.DrawWithDebugRenderState(context, cmd, ref renderingData, ref drawSettings, ref filterSettings, ref data.m_RenderStateBlock, (ScriptableRenderContext ctx, ref RenderingData data, ref DrawingSettings ds, ref FilteringSettings fs, ref RenderStateBlock rsb) => { ctx.DrawRenderers(data.cullResults, ref ds, ref fs, ref rsb); }); } else { context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings, ref data.m_RenderStateBlock); // Render objects that did not match any shader pass with error shader RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None); } // Clean up CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.WriteRenderingLayers, false); context.ExecuteCommandBuffer(cmd); cmd.Clear(); } } private class PassData { internal TextureHandle m_Albedo; internal TextureHandle m_Depth; internal RenderingData m_RenderingData; internal bool m_IsOpaque; internal RenderStateBlock m_RenderStateBlock; internal FilteringSettings m_FilteringSettings; internal List m_ShaderTagIdList; internal ProfilingSampler m_ProfilingSampler; internal bool m_ShouldTransparentsReceiveShadows; internal DrawObjectsPass pass; } internal void Render(RenderGraph renderGraph, TextureHandle colorTarget, TextureHandle depthTarget, TextureHandle mainShadowsTexture, TextureHandle additionalShadowsTexture, ref RenderingData renderingData) { Camera camera = renderingData.cameraData.camera; using (var builder = renderGraph.AddRenderPass("Draw Objects Pass", out var passData, m_ProfilingSampler)) { passData.m_Albedo = builder.UseColorBuffer(colorTarget, 0); passData.m_Depth = builder.UseDepthBuffer(depthTarget, DepthAccess.Write); if (mainShadowsTexture.IsValid()) builder.ReadTexture(mainShadowsTexture); if (additionalShadowsTexture.IsValid()) builder.ReadTexture(additionalShadowsTexture); passData.m_RenderingData = renderingData; builder.AllowPassCulling(false); passData.m_IsOpaque = m_IsOpaque; passData.m_RenderStateBlock = m_RenderStateBlock; passData.m_FilteringSettings = m_FilteringSettings; passData.m_ShaderTagIdList = m_ShaderTagIdList; passData.m_ProfilingSampler = m_ProfilingSampler; passData.m_ShouldTransparentsReceiveShadows = m_ShouldTransparentsReceiveShadows; passData.pass = this; builder.SetRenderFunc((PassData data, RenderGraphContext context) => { ref var renderingData = ref data.m_RenderingData; // TODO RENDERGRAPH figure out where to put XR proj flip logic so that it can be auto handled in render graph #if ENABLE_VR && ENABLE_XR_MODULE if (renderingData.cameraData.xr.enabled) { // SetRenderTarget might alter the internal device state(winding order). // Non-stereo buffer is already updated internally when switching render target. We update stereo buffers here to keep the consistency. bool renderIntoTexture = data.m_Albedo != renderingData.cameraData.xr.renderTarget; renderingData.cameraData.PushBuiltinShaderConstantsXR(renderingData.commandBuffer, renderIntoTexture); XRSystemUniversal.MarkShaderProperties(renderingData.commandBuffer, renderingData.cameraData.xrUniversal, renderIntoTexture); } #endif // Currently we only need to call this additional pass when the user // doesn't want transparent objects to receive shadows if (!data.m_IsOpaque && !data.m_ShouldTransparentsReceiveShadows) TransparentSettingsPass.ExecutePass(context.cmd, data.m_ShouldTransparentsReceiveShadows); bool yFlip = renderingData.cameraData.IsRenderTargetProjectionMatrixFlipped(data.m_Albedo, data.m_Depth); CameraSetup(context.cmd, data, ref renderingData); ExecutePass(context.renderContext, data, ref renderingData, yFlip); }); } } /// /// Called before ExecutePass draws the objects. /// /// The command buffer to use. protected virtual void OnExecute(CommandBuffer cmd) { } } }