This commit is contained in:
2021-06-13 10:28:03 +02:00
parent eb70603c85
commit df2d24cbd3
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using System;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// <para>Prevents ScriptableRendererFeatures of same type to be added more than once to a Scriptable Renderer.</para>
/// </summary>
[AttributeUsage(AttributeTargets.Class)]
public class DisallowMultipleRendererFeature : Attribute
{
}
}

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using System.Collections.Generic;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Experimental.Rendering.Universal
{
[MovedFrom("UnityEngine.Experimental.Rendering.LWRP")] public enum RenderQueueType
{
Opaque,
Transparent,
}
[ExcludeFromPreset]
[MovedFrom("UnityEngine.Experimental.Rendering.LWRP")] public class RenderObjects : ScriptableRendererFeature
{
[System.Serializable]
public class RenderObjectsSettings
{
public string passTag = "RenderObjectsFeature";
public RenderPassEvent Event = RenderPassEvent.AfterRenderingOpaques;
public FilterSettings filterSettings = new FilterSettings();
public Material overrideMaterial = null;
public int overrideMaterialPassIndex = 0;
public bool overrideDepthState = false;
public CompareFunction depthCompareFunction = CompareFunction.LessEqual;
public bool enableWrite = true;
public StencilStateData stencilSettings = new StencilStateData();
public CustomCameraSettings cameraSettings = new CustomCameraSettings();
}
[System.Serializable]
public class FilterSettings
{
// TODO: expose opaque, transparent, all ranges as drop down
public RenderQueueType RenderQueueType;
public LayerMask LayerMask;
public string[] PassNames;
public FilterSettings()
{
RenderQueueType = RenderQueueType.Opaque;
LayerMask = 0;
}
}
[System.Serializable]
public class CustomCameraSettings
{
public bool overrideCamera = false;
public bool restoreCamera = true;
public Vector4 offset;
public float cameraFieldOfView = 60.0f;
}
public RenderObjectsSettings settings = new RenderObjectsSettings();
RenderObjectsPass renderObjectsPass;
public override void Create()
{
FilterSettings filter = settings.filterSettings;
// Render Objects pass doesn't support events before rendering prepasses.
// The camera is not setup before this point and all rendering is monoscopic.
// Events before BeforeRenderingPrepasses should be used for input texture passes (shadow map, LUT, etc) that doesn't depend on the camera.
// These events are filtering in the UI, but we still should prevent users from changing it from code or
// by changing the serialized data.
if (settings.Event < RenderPassEvent.BeforeRenderingPrePasses)
settings.Event = RenderPassEvent.BeforeRenderingPrePasses;
renderObjectsPass = new RenderObjectsPass(settings.passTag, settings.Event, filter.PassNames,
filter.RenderQueueType, filter.LayerMask, settings.cameraSettings);
renderObjectsPass.overrideMaterial = settings.overrideMaterial;
renderObjectsPass.overrideMaterialPassIndex = settings.overrideMaterialPassIndex;
if (settings.overrideDepthState)
renderObjectsPass.SetDetphState(settings.enableWrite, settings.depthCompareFunction);
if (settings.stencilSettings.overrideStencilState)
renderObjectsPass.SetStencilState(settings.stencilSettings.stencilReference,
settings.stencilSettings.stencilCompareFunction, settings.stencilSettings.passOperation,
settings.stencilSettings.failOperation, settings.stencilSettings.zFailOperation);
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(renderObjectsPass);
}
}
}

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using System;
namespace UnityEngine.Rendering.Universal
{
[Serializable]
internal class ScreenSpaceAmbientOcclusionSettings
{
// Parameters
[SerializeField] internal bool Downsample = false;
[SerializeField] internal DepthSource Source = DepthSource.DepthNormals;
[SerializeField] internal NormalQuality NormalSamples = NormalQuality.Medium;
[SerializeField] internal float Intensity = 3.0f;
[SerializeField] internal float DirectLightingStrength = 0.25f;
[SerializeField] internal float Radius = 0.035f;
[SerializeField] internal int SampleCount = 6;
// Enums
internal enum DepthSource
{
Depth = 0,
DepthNormals = 1,
//GBuffer = 2
}
internal enum NormalQuality
{
Low,
Medium,
High
}
}
[DisallowMultipleRendererFeature]
internal class ScreenSpaceAmbientOcclusion : ScriptableRendererFeature
{
// Serialized Fields
[SerializeField, HideInInspector] private Shader m_Shader = null;
[SerializeField] private ScreenSpaceAmbientOcclusionSettings m_Settings = new ScreenSpaceAmbientOcclusionSettings();
// Private Fields
private Material m_Material;
private ScreenSpaceAmbientOcclusionPass m_SSAOPass = null;
// Constants
private const string k_ShaderName = "Hidden/Universal Render Pipeline/ScreenSpaceAmbientOcclusion";
private const string k_OrthographicCameraKeyword = "_ORTHOGRAPHIC";
private const string k_NormalReconstructionLowKeyword = "_RECONSTRUCT_NORMAL_LOW";
private const string k_NormalReconstructionMediumKeyword = "_RECONSTRUCT_NORMAL_MEDIUM";
private const string k_NormalReconstructionHighKeyword = "_RECONSTRUCT_NORMAL_HIGH";
private const string k_SourceDepthKeyword = "_SOURCE_DEPTH";
private const string k_SourceDepthNormalsKeyword = "_SOURCE_DEPTH_NORMALS";
private const string k_SourceGBufferKeyword = "_SOURCE_GBUFFER";
/// <inheritdoc/>
public override void Create()
{
// Create the pass...
if (m_SSAOPass == null)
{
m_SSAOPass = new ScreenSpaceAmbientOcclusionPass();
}
GetMaterial();
m_SSAOPass.profilerTag = name;
m_SSAOPass.renderPassEvent = RenderPassEvent.BeforeRenderingOpaques;
}
/// <inheritdoc/>
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (!GetMaterial())
{
Debug.LogErrorFormat(
"{0}.AddRenderPasses(): Missing material. {1} render pass will not be added. Check for missing reference in the renderer resources.",
GetType().Name, m_SSAOPass.profilerTag);
return;
}
bool shouldAdd = m_SSAOPass.Setup(m_Settings);
if (shouldAdd)
{
renderer.EnqueuePass(m_SSAOPass);
}
}
/// <inheritdoc/>
protected override void Dispose(bool disposing)
{
CoreUtils.Destroy(m_Material);
}
private bool GetMaterial()
{
if (m_Material != null)
{
return true;
}
if (m_Shader == null)
{
m_Shader = Shader.Find(k_ShaderName);
if (m_Shader == null)
{
return false;
}
}
m_Material = CoreUtils.CreateEngineMaterial(m_Shader);
m_SSAOPass.material = m_Material;
return m_Material != null;
}
// The SSAO Pass
private class ScreenSpaceAmbientOcclusionPass : ScriptableRenderPass
{
// Public Variables
internal string profilerTag;
internal Material material;
// Private Variables
private ScreenSpaceAmbientOcclusionSettings m_CurrentSettings;
private ProfilingSampler m_ProfilingSampler = ProfilingSampler.Get(URPProfileId.SSAO);
private RenderTargetIdentifier m_SSAOTexture1Target = new RenderTargetIdentifier(s_SSAOTexture1ID, 0, CubemapFace.Unknown, -1);
private RenderTargetIdentifier m_SSAOTexture2Target = new RenderTargetIdentifier(s_SSAOTexture2ID, 0, CubemapFace.Unknown, -1);
private RenderTargetIdentifier m_SSAOTexture3Target = new RenderTargetIdentifier(s_SSAOTexture3ID, 0, CubemapFace.Unknown, -1);
private RenderTextureDescriptor m_Descriptor;
// Constants
private const string k_SSAOAmbientOcclusionParamName = "_AmbientOcclusionParam";
private const string k_SSAOTextureName = "_ScreenSpaceOcclusionTexture";
// Statics
private static readonly int s_BaseMapID = Shader.PropertyToID("_BaseMap");
private static readonly int s_SSAOParamsID = Shader.PropertyToID("_SSAOParams");
private static readonly int s_SSAOTexture1ID = Shader.PropertyToID("_SSAO_OcclusionTexture1");
private static readonly int s_SSAOTexture2ID = Shader.PropertyToID("_SSAO_OcclusionTexture2");
private static readonly int s_SSAOTexture3ID = Shader.PropertyToID("_SSAO_OcclusionTexture3");
private enum ShaderPasses
{
AO = 0,
BlurHorizontal = 1,
BlurVertical = 2,
BlurFinal = 3
}
internal ScreenSpaceAmbientOcclusionPass()
{
m_CurrentSettings = new ScreenSpaceAmbientOcclusionSettings();
}
internal bool Setup(ScreenSpaceAmbientOcclusionSettings featureSettings)
{
m_CurrentSettings = featureSettings;
switch (m_CurrentSettings.Source)
{
case ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth:
ConfigureInput(ScriptableRenderPassInput.Depth);
break;
case ScreenSpaceAmbientOcclusionSettings.DepthSource.DepthNormals:
ConfigureInput(ScriptableRenderPassInput.Normal);
break;
default:
throw new ArgumentOutOfRangeException();
}
return material != null
&& m_CurrentSettings.Intensity > 0.0f
&& m_CurrentSettings.Radius > 0.0f
&& m_CurrentSettings.SampleCount > 0;
}
/// <inheritdoc/>
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
RenderTextureDescriptor cameraTargetDescriptor = renderingData.cameraData.cameraTargetDescriptor;
int downsampleDivider = m_CurrentSettings.Downsample ? 2 : 1;
// Update SSAO parameters in the material
Vector4 ssaoParams = new Vector4(
m_CurrentSettings.Intensity, // Intensity
m_CurrentSettings.Radius, // Radius
1.0f / downsampleDivider, // Downsampling
m_CurrentSettings.SampleCount // Sample count
);
material.SetVector(s_SSAOParamsID, ssaoParams);
// Update keywords
CoreUtils.SetKeyword(material, k_OrthographicCameraKeyword, renderingData.cameraData.camera.orthographic);
if (m_CurrentSettings.Source == ScreenSpaceAmbientOcclusionSettings.DepthSource.Depth)
{
switch (m_CurrentSettings.NormalSamples)
{
case ScreenSpaceAmbientOcclusionSettings.NormalQuality.Low:
CoreUtils.SetKeyword(material, k_NormalReconstructionLowKeyword, true);
CoreUtils.SetKeyword(material, k_NormalReconstructionMediumKeyword, false);
CoreUtils.SetKeyword(material, k_NormalReconstructionHighKeyword, false);
break;
case ScreenSpaceAmbientOcclusionSettings.NormalQuality.Medium:
CoreUtils.SetKeyword(material, k_NormalReconstructionLowKeyword, false);
CoreUtils.SetKeyword(material, k_NormalReconstructionMediumKeyword, true);
CoreUtils.SetKeyword(material, k_NormalReconstructionHighKeyword, false);
break;
case ScreenSpaceAmbientOcclusionSettings.NormalQuality.High:
CoreUtils.SetKeyword(material, k_NormalReconstructionLowKeyword, false);
CoreUtils.SetKeyword(material, k_NormalReconstructionMediumKeyword, false);
CoreUtils.SetKeyword(material, k_NormalReconstructionHighKeyword, true);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
switch (m_CurrentSettings.Source)
{
case ScreenSpaceAmbientOcclusionSettings.DepthSource.DepthNormals:
CoreUtils.SetKeyword(material, k_SourceDepthKeyword, false);
CoreUtils.SetKeyword(material, k_SourceDepthNormalsKeyword, true);
CoreUtils.SetKeyword(material, k_SourceGBufferKeyword, false);
break;
default:
CoreUtils.SetKeyword(material, k_SourceDepthKeyword, true);
CoreUtils.SetKeyword(material, k_SourceDepthNormalsKeyword, false);
CoreUtils.SetKeyword(material, k_SourceGBufferKeyword, false);
break;
}
// Get temporary render textures
m_Descriptor = cameraTargetDescriptor;
m_Descriptor.msaaSamples = 1;
m_Descriptor.depthBufferBits = 0;
m_Descriptor.width /= downsampleDivider;
m_Descriptor.height /= downsampleDivider;
m_Descriptor.colorFormat = RenderTextureFormat.ARGB32;
cmd.GetTemporaryRT(s_SSAOTexture1ID, m_Descriptor, FilterMode.Bilinear);
m_Descriptor.width *= downsampleDivider;
m_Descriptor.height *= downsampleDivider;
cmd.GetTemporaryRT(s_SSAOTexture2ID, m_Descriptor, FilterMode.Bilinear);
cmd.GetTemporaryRT(s_SSAOTexture3ID, m_Descriptor, FilterMode.Bilinear);
// Configure targets and clear color
ConfigureTarget(s_SSAOTexture2ID);
ConfigureClear(ClearFlag.None, Color.white);
}
/// <inheritdoc/>
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (material == null)
{
Debug.LogErrorFormat("{0}.Execute(): Missing material. {1} render pass will not execute. Check for missing reference in the renderer resources.", GetType().Name, profilerTag);
return;
}
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.ScreenSpaceOcclusion, true);
PostProcessUtils.SetSourceSize(cmd, m_Descriptor);
// Execute the SSAO
Render(cmd, m_SSAOTexture1Target, ShaderPasses.AO);
// Execute the Blur Passes
RenderAndSetBaseMap(cmd, m_SSAOTexture1Target, m_SSAOTexture2Target, ShaderPasses.BlurHorizontal);
RenderAndSetBaseMap(cmd, m_SSAOTexture2Target, m_SSAOTexture3Target, ShaderPasses.BlurVertical);
RenderAndSetBaseMap(cmd, m_SSAOTexture3Target, m_SSAOTexture2Target, ShaderPasses.BlurFinal);
// Set the global SSAO texture and AO Params
cmd.SetGlobalTexture(k_SSAOTextureName, m_SSAOTexture2Target);
cmd.SetGlobalVector(k_SSAOAmbientOcclusionParamName, new Vector4(0f, 0f, 0f, m_CurrentSettings.DirectLightingStrength));
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
private void Render(CommandBuffer cmd, RenderTargetIdentifier target, ShaderPasses pass)
{
cmd.SetRenderTarget(
target,
RenderBufferLoadAction.DontCare,
RenderBufferStoreAction.Store,
target,
RenderBufferLoadAction.DontCare,
RenderBufferStoreAction.DontCare
);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, material, 0, (int)pass);
}
private void RenderAndSetBaseMap(CommandBuffer cmd, RenderTargetIdentifier baseMap, RenderTargetIdentifier target, ShaderPasses pass)
{
cmd.SetGlobalTexture(s_BaseMapID, baseMap);
Render(cmd, target, pass);
}
/// <inheritdoc/>
public override void OnCameraCleanup(CommandBuffer cmd)
{
if (cmd == null)
{
throw new ArgumentNullException("cmd");
}
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.ScreenSpaceOcclusion, false);
cmd.ReleaseTemporaryRT(s_SSAOTexture1ID);
cmd.ReleaseTemporaryRT(s_SSAOTexture2ID);
cmd.ReleaseTemporaryRT(s_SSAOTexture3ID);
}
}
}
}

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using System;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.Universal
{
[Serializable]
internal class ScreenSpaceShadowsSettings
{
}
[DisallowMultipleRendererFeature]
internal class ScreenSpaceShadows : ScriptableRendererFeature
{
// Serialized Fields
[SerializeField, HideInInspector] private Shader m_Shader = null;
[SerializeField] private ScreenSpaceShadowsSettings m_Settings = new ScreenSpaceShadowsSettings();
// Private Fields
private Material m_Material;
private ScreenSpaceShadowsPass m_SSShadowsPass = null;
private RestoreShadowKeywordsPass m_RestoreShadowKeywordsPass = null;
// Constants
private const string k_ShaderName = "Hidden/Universal Render Pipeline/ScreenSpaceShadows";
/// <inheritdoc/>
public override void Create()
{
if (m_SSShadowsPass == null)
m_SSShadowsPass = new ScreenSpaceShadowsPass();
if (m_RestoreShadowKeywordsPass == null)
m_RestoreShadowKeywordsPass = new RestoreShadowKeywordsPass();
LoadMaterial();
m_SSShadowsPass.profilerTag = name;
m_SSShadowsPass.renderPassEvent = RenderPassEvent.BeforeRenderingOpaques;
m_RestoreShadowKeywordsPass.renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
}
/// <inheritdoc/>
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
if (!LoadMaterial())
{
Debug.LogErrorFormat(
"{0}.AddRenderPasses(): Missing material. {1} render pass will not be added. Check for missing reference in the renderer resources.",
GetType().Name, m_SSShadowsPass.profilerTag);
return;
}
bool allowMainLightShadows = renderingData.shadowData.supportsMainLightShadows && renderingData.lightData.mainLightIndex != -1;
bool shouldEnqueue = m_SSShadowsPass.Setup(m_Settings) && allowMainLightShadows;
if (shouldEnqueue)
{
renderer.EnqueuePass(m_SSShadowsPass);
renderer.EnqueuePass(m_RestoreShadowKeywordsPass);
}
}
/// <inheritdoc/>
protected override void Dispose(bool disposing)
{
CoreUtils.Destroy(m_Material);
}
private bool LoadMaterial()
{
if (m_Material != null)
{
return true;
}
if (m_Shader == null)
{
m_Shader = Shader.Find(k_ShaderName);
if (m_Shader == null)
{
return false;
}
}
m_Material = CoreUtils.CreateEngineMaterial(m_Shader);
m_SSShadowsPass.material = m_Material;
return m_Material != null;
}
private class ScreenSpaceShadowsPass : ScriptableRenderPass
{
// Public Variables
internal string profilerTag;
internal Material material;
// Private Variables
private ScreenSpaceShadowsSettings m_CurrentSettings;
private RenderTextureDescriptor m_RenderTextureDescriptor;
private RenderTargetHandle m_RenderTarget;
// Constants
private const string k_SSShadowsTextureName = "_ScreenSpaceShadowmapTexture";
internal ScreenSpaceShadowsPass()
{
m_CurrentSettings = new ScreenSpaceShadowsSettings();
m_RenderTarget.Init(k_SSShadowsTextureName);
}
internal bool Setup(ScreenSpaceShadowsSettings featureSettings)
{
m_CurrentSettings = featureSettings;
ConfigureInput(ScriptableRenderPassInput.Depth);
return material != null;
}
/// <inheritdoc/>
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
m_RenderTextureDescriptor = renderingData.cameraData.cameraTargetDescriptor;
m_RenderTextureDescriptor.depthBufferBits = 0;
m_RenderTextureDescriptor.msaaSamples = 1;
m_RenderTextureDescriptor.graphicsFormat = RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R8_UNorm, FormatUsage.Linear | FormatUsage.Render)
? GraphicsFormat.R8_UNorm
: GraphicsFormat.B8G8R8A8_UNorm;
cmd.GetTemporaryRT(m_RenderTarget.id, m_RenderTextureDescriptor, FilterMode.Point);
RenderTargetIdentifier renderTargetTexture = m_RenderTarget.Identifier();
ConfigureTarget(renderTargetTexture);
ConfigureClear(ClearFlag.None, Color.white);
}
/// <inheritdoc/>
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (material == null)
{
Debug.LogErrorFormat("{0}.Execute(): Missing material. {1} render pass will not execute. Check for missing reference in the renderer resources.", GetType().Name, profilerTag);
return;
}
Camera camera = renderingData.cameraData.camera;
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.ResolveShadows)))
{
if (!renderingData.cameraData.xr.enabled)
{
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, material);
cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);
}
else
{
// Avoid setting and restoring camera view and projection matrices when in stereo.
RenderTargetIdentifier screenSpaceShadowTexture = m_RenderTarget.Identifier();
cmd.Blit(null, screenSpaceShadowTexture, material);
}
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, false);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, false);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowScreen, true);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
/// <inheritdoc/>
public override void OnCameraCleanup(CommandBuffer cmd)
{
if (cmd == null)
{
throw new ArgumentNullException("cmd");
}
cmd.ReleaseTemporaryRT(m_RenderTarget.id);
}
}
private class RestoreShadowKeywordsPass : ScriptableRenderPass
{
const string m_ProfilerTag = "Restore Shadow Keywords Pass";
private ProfilingSampler m_ProfilingSampler = new ProfilingSampler(m_ProfilerTag);
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
ConfigureTarget(BuiltinRenderTextureType.CurrentActive);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, m_ProfilingSampler))
{
ShadowData shadowData = renderingData.shadowData;
int cascadesCount = shadowData.mainLightShadowCascadesCount;
bool mainLightShadows = renderingData.shadowData.supportsMainLightShadows;
bool receiveShadowsNoCascade = mainLightShadows && cascadesCount == 1;
bool receiveShadowsCascades = mainLightShadows && cascadesCount > 1;
// Before transparent object pass, force screen space shadow for main light to disable
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowScreen, false);
// then enable main light shadows with or without cascades
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, receiveShadowsNoCascade);
CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, receiveShadowsCascades);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}
}