testss
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using System;
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namespace UnityEngine.Rendering.Universal.Internal
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{
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/// <summary>
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/// Copy the given depth buffer into the given destination depth buffer.
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///
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/// You can use this pass to copy a depth buffer to a destination,
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/// so you can use it later in rendering. If the source texture has MSAA
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/// enabled, the pass uses a custom MSAA resolve. If the source texture
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/// does not have MSAA enabled, the pass uses a Blit or a Copy Texture
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/// operation, depending on what the current platform supports.
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/// </summary>
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public class CopyDepthPass : ScriptableRenderPass
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{
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private RenderTargetHandle source { get; set; }
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private RenderTargetHandle destination { get; set; }
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internal bool AllocateRT { get; set; }
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Material m_CopyDepthMaterial;
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public CopyDepthPass(RenderPassEvent evt, Material copyDepthMaterial)
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{
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base.profilingSampler = new ProfilingSampler(nameof(CopyDepthPass));
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AllocateRT = true;
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m_CopyDepthMaterial = copyDepthMaterial;
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renderPassEvent = evt;
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}
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/// <summary>
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/// Configure the pass with the source and destination to execute on.
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/// </summary>
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/// <param name="source">Source Render Target</param>
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/// <param name="destination">Destination Render Targt</param>
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public void Setup(RenderTargetHandle source, RenderTargetHandle destination)
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{
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this.source = source;
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this.destination = destination;
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this.AllocateRT = AllocateRT && !destination.HasInternalRenderTargetId();
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}
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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var descriptor = renderingData.cameraData.cameraTargetDescriptor;
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descriptor.colorFormat = RenderTextureFormat.Depth;
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descriptor.depthBufferBits = 32; //TODO: do we really need this. double check;
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descriptor.msaaSamples = 1;
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if (this.AllocateRT)
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cmd.GetTemporaryRT(destination.id, descriptor, FilterMode.Point);
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// On Metal iOS, prevent camera attachments to be bound and cleared during this pass.
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ConfigureTarget(new RenderTargetIdentifier(destination.Identifier(), 0, CubemapFace.Unknown, -1));
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ConfigureClear(ClearFlag.None, Color.black);
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}
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/// <inheritdoc/>
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if (m_CopyDepthMaterial == null)
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{
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Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_CopyDepthMaterial, GetType().Name);
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return;
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}
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.CopyDepth)))
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{
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RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
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int cameraSamples = descriptor.msaaSamples;
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CameraData cameraData = renderingData.cameraData;
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switch (cameraSamples)
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{
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case 8:
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cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
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cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
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cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa8);
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break;
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case 4:
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cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
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cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
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cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8);
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break;
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case 2:
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cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
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cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
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cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8);
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break;
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// MSAA disabled
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default:
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cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
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cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
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cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8);
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break;
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}
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cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier());
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#if ENABLE_VR && ENABLE_XR_MODULE
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// XR uses procedural draw instead of cmd.blit or cmd.DrawFullScreenMesh
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if (renderingData.cameraData.xr.enabled)
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{
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// XR flip logic is not the same as non-XR case because XR uses draw procedure
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// and draw procedure does not need to take projection matrix yflip into account
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// We y-flip if
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// 1) we are bliting from render texture to back buffer and
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// 2) renderTexture starts UV at top
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// XRTODO: handle scalebias and scalebiasRt for src and dst separately
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bool isRenderToBackBufferTarget = destination.Identifier() == cameraData.xr.renderTarget && !cameraData.xr.renderTargetIsRenderTexture;
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bool yflip = isRenderToBackBufferTarget && SystemInfo.graphicsUVStartsAtTop;
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float flipSign = (yflip) ? -1.0f : 1.0f;
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Vector4 scaleBiasRt = (flipSign < 0.0f)
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? new Vector4(flipSign, 1.0f, -1.0f, 1.0f)
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: new Vector4(flipSign, 0.0f, 1.0f, 1.0f);
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cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBiasRt);
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cmd.DrawProcedural(Matrix4x4.identity, m_CopyDepthMaterial, 0, MeshTopology.Quads, 4);
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}
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else
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#endif
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{
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// Blit has logic to flip projection matrix when rendering to render texture.
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// Currently the y-flip is handled in CopyDepthPass.hlsl by checking _ProjectionParams.x
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// If you replace this Blit with a Draw* that sets projection matrix double check
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// to also update shader.
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// scaleBias.x = flipSign
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// scaleBias.y = scale
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// scaleBias.z = bias
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// scaleBias.w = unused
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float flipSign = (cameraData.IsCameraProjectionMatrixFlipped()) ? -1.0f : 1.0f;
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Vector4 scaleBiasRt = (flipSign < 0.0f)
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? new Vector4(flipSign, 1.0f, -1.0f, 1.0f)
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: new Vector4(flipSign, 0.0f, 1.0f, 1.0f);
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cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBiasRt);
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cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_CopyDepthMaterial);
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}
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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/// <inheritdoc/>
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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if (cmd == null)
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throw new ArgumentNullException("cmd");
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if (this.AllocateRT)
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cmd.ReleaseTemporaryRT(destination.id);
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destination = RenderTargetHandle.CameraTarget;
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}
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}
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}
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