using UnityEngine.Experimental.GlobalIllumination; using UnityEngine.Experimental.Rendering; using UnityEngine.Profiling; using Unity.Collections; namespace UnityEngine.Rendering.Universal.Internal { // Render all tiled-based deferred lights. internal class GBufferPass : ScriptableRenderPass { static ShaderTagId s_ShaderTagLit = new ShaderTagId("Lit"); static ShaderTagId s_ShaderTagSimpleLit = new ShaderTagId("SimpleLit"); static ShaderTagId s_ShaderTagUnlit = new ShaderTagId("Unlit"); static ShaderTagId s_ShaderTagUniversalGBuffer = new ShaderTagId("UniversalGBuffer"); static ShaderTagId s_ShaderTagUniversalMaterialType = new ShaderTagId("UniversalMaterialType"); ProfilingSampler m_ProfilingSampler = new ProfilingSampler("Render GBuffer"); DeferredLights m_DeferredLights; ShaderTagId[] m_ShaderTagValues; RenderStateBlock[] m_RenderStateBlocks; FilteringSettings m_FilteringSettings; RenderStateBlock m_RenderStateBlock; public GBufferPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference, DeferredLights deferredLights) { base.profilingSampler = new ProfilingSampler(nameof(GBufferPass)); base.renderPassEvent = evt; m_DeferredLights = deferredLights; m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); m_RenderStateBlock.stencilState = stencilState; m_RenderStateBlock.stencilReference = stencilReference; m_RenderStateBlock.mask = RenderStateMask.Stencil; m_ShaderTagValues = new ShaderTagId[4]; m_ShaderTagValues[0] = s_ShaderTagLit; m_ShaderTagValues[1] = s_ShaderTagSimpleLit; m_ShaderTagValues[2] = s_ShaderTagUnlit; m_ShaderTagValues[3] = new ShaderTagId(); // Special catch all case for materials where UniversalMaterialType is not defined or the tag value doesn't match anything we know. m_RenderStateBlocks = new RenderStateBlock[4]; m_RenderStateBlocks[0] = DeferredLights.OverwriteStencil(m_RenderStateBlock, (int)StencilUsage.MaterialMask, (int)StencilUsage.MaterialLit); m_RenderStateBlocks[1] = DeferredLights.OverwriteStencil(m_RenderStateBlock, (int)StencilUsage.MaterialMask, (int)StencilUsage.MaterialSimpleLit); m_RenderStateBlocks[2] = DeferredLights.OverwriteStencil(m_RenderStateBlock, (int)StencilUsage.MaterialMask, (int)StencilUsage.MaterialUnlit); m_RenderStateBlocks[3] = m_RenderStateBlocks[0]; } public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { RenderTargetHandle[] gbufferAttachments = m_DeferredLights.GbufferAttachments; // Create and declare the render targets used in the pass for (int i = 0; i < gbufferAttachments.Length; ++i) { // Lighting buffer has already been declared with line ConfigureCameraTarget(m_ActiveCameraColorAttachment.Identifier(), ...) in DeferredRenderer.Setup if (i != m_DeferredLights.GBufferLightingIndex) { RenderTextureDescriptor gbufferSlice = cameraTextureDescriptor; gbufferSlice.depthBufferBits = 0; // make sure no depth surface is actually created gbufferSlice.stencilFormat = GraphicsFormat.None; gbufferSlice.graphicsFormat = m_DeferredLights.GetGBufferFormat(i); cmd.GetTemporaryRT(m_DeferredLights.GbufferAttachments[i].id, gbufferSlice); } } ConfigureTarget(m_DeferredLights.GbufferAttachmentIdentifiers, m_DeferredLights.DepthAttachmentIdentifier); // We must explicitely specify we don't want any clear to avoid unwanted side-effects. // ScriptableRenderer may still implicitely force a clear the first time the camera color/depth targets are bound. ConfigureClear(ClearFlag.None, Color.black); } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { CommandBuffer gbufferCommands = CommandBufferPool.Get(); using (new ProfilingScope(gbufferCommands, m_ProfilingSampler)) { // User can stack several scriptable renderers during rendering but deferred renderer should only lit pixels added by this gbuffer pass. // If we detect we are in such case (camera isin overlay mode), we clear the highest bits of stencil we have control of and use them to // mark what pixel to shade during deferred pass. Gbuffer will always mark pixels using their material types. if (m_DeferredLights.IsOverlay) m_DeferredLights.ClearStencilPartial(gbufferCommands); context.ExecuteCommandBuffer(gbufferCommands); gbufferCommands.Clear(); ref CameraData cameraData = ref renderingData.cameraData; Camera camera = cameraData.camera; ShaderTagId lightModeTag = s_ShaderTagUniversalGBuffer; DrawingSettings drawingSettings = CreateDrawingSettings(lightModeTag, ref renderingData, renderingData.cameraData.defaultOpaqueSortFlags); ShaderTagId universalMaterialTypeTag = s_ShaderTagUniversalMaterialType; NativeArray tagValues = new NativeArray(m_ShaderTagValues, Allocator.Temp); NativeArray stateBlocks = new NativeArray(m_RenderStateBlocks, Allocator.Temp); context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, universalMaterialTypeTag, false, tagValues, stateBlocks); tagValues.Dispose(); stateBlocks.Dispose(); // Render objects that did not match any shader pass with error shader RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, m_FilteringSettings, SortingCriteria.None); } context.ExecuteCommandBuffer(gbufferCommands); CommandBufferPool.Release(gbufferCommands); } public override void OnCameraCleanup(CommandBuffer cmd) { RenderTargetHandle[] gbufferAttachments = m_DeferredLights.GbufferAttachments; for (int i = 0; i < gbufferAttachments.Length; ++i) if (i != m_DeferredLights.GBufferLightingIndex) cmd.ReleaseTemporaryRT(gbufferAttachments[i].id); } } }