using System;
using System.Collections.Generic;
using System.ComponentModel;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Rendering.Universal
{
///
/// Input requirements for ScriptableRenderPass.
///
///
[Flags]
public enum ScriptableRenderPassInput
{
None = 0,
Depth = 1 << 0,
Normal = 1 << 1,
Color = 1 << 2,
}
// Note: Spaced built-in events so we can add events in between them
// We need to leave room as we sort render passes based on event.
// Users can also inject render pass events in a specific point by doing RenderPassEvent + offset
///
/// Controls when the render pass executes.
///
[MovedFrom("UnityEngine.Rendering.LWRP")] public enum RenderPassEvent
{
///
/// Executes a ScriptableRenderPass before rendering any other passes in the pipeline.
/// Camera matrices and stereo rendering are not setup this point.
/// You can use this to draw to custom input textures used later in the pipeline, f.ex LUT textures.
///
BeforeRendering = 0,
///
/// Executes a ScriptableRenderPass before rendering shadowmaps.
/// Camera matrices and stereo rendering are not setup this point.
///
BeforeRenderingShadows = 50,
///
/// Executes a ScriptableRenderPass after rendering shadowmaps.
/// Camera matrices and stereo rendering are not setup this point.
///
AfterRenderingShadows = 100,
///
/// Executes a ScriptableRenderPass before rendering prepasses, f.ex, depth prepass.
/// Camera matrices and stereo rendering are already setup at this point.
///
BeforeRenderingPrePasses = 150,
[EditorBrowsable(EditorBrowsableState.Never)]
[Obsolete("Obsolete, to match the capital from 'Prepass' to 'PrePass' (UnityUpgradable) -> BeforeRenderingPrePasses")]
BeforeRenderingPrepasses = 151,
///
/// Executes a ScriptableRenderPass after rendering prepasses, f.ex, depth prepass.
/// Camera matrices and stereo rendering are already setup at this point.
///
AfterRenderingPrePasses = 200,
///
/// Executes a ScriptableRenderPass before rendering opaque objects.
///
BeforeRenderingOpaques = 250,
///
/// Executes a ScriptableRenderPass after rendering opaque objects.
///
AfterRenderingOpaques = 300,
///
/// Executes a ScriptableRenderPass before rendering the sky.
///
BeforeRenderingSkybox = 350,
///
/// Executes a ScriptableRenderPass after rendering the sky.
///
AfterRenderingSkybox = 400,
///
/// Executes a ScriptableRenderPass before rendering transparent objects.
///
BeforeRenderingTransparents = 450,
///
/// Executes a ScriptableRenderPass after rendering transparent objects.
///
AfterRenderingTransparents = 500,
///
/// Executes a ScriptableRenderPass before rendering post-processing effects.
///
BeforeRenderingPostProcessing = 550,
///
/// Executes a ScriptableRenderPass after rendering post-processing effects but before final blit, post-processing AA effects and color grading.
///
AfterRenderingPostProcessing = 600,
///
/// Executes a ScriptableRenderPass after rendering all effects.
///
AfterRendering = 1000,
}
///
/// ScriptableRenderPass implements a logical rendering pass that can be used to extend Universal RP renderer.
///
[MovedFrom("UnityEngine.Rendering.LWRP")] public abstract partial class ScriptableRenderPass
{
public RenderPassEvent renderPassEvent { get; set; }
public RenderTargetIdentifier[] colorAttachments
{
get => m_ColorAttachments;
}
public RenderTargetIdentifier colorAttachment
{
get => m_ColorAttachments[0];
}
public RenderTargetIdentifier depthAttachment
{
get => m_DepthAttachment;
}
///
/// The input requirements for the ScriptableRenderPass, which has been set using ConfigureInput
///
///
public ScriptableRenderPassInput input
{
get => m_Input;
}
public ClearFlag clearFlag
{
get => m_ClearFlag;
}
public Color clearColor
{
get => m_ClearColor;
}
/// A ProfilingSampler for the entire pass. Used by higher level objects such as ScriptableRenderer etc.
protected internal ProfilingSampler profilingSampler { get; set; }
internal bool overrideCameraTarget { get; set; }
internal bool isBlitRenderPass { get; set; }
RenderTargetIdentifier[] m_ColorAttachments = new RenderTargetIdentifier[] {BuiltinRenderTextureType.CameraTarget};
RenderTargetIdentifier m_DepthAttachment = BuiltinRenderTextureType.CameraTarget;
ScriptableRenderPassInput m_Input = ScriptableRenderPassInput.None;
ClearFlag m_ClearFlag = ClearFlag.None;
Color m_ClearColor = Color.black;
public ScriptableRenderPass()
{
renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
m_ColorAttachments = new RenderTargetIdentifier[] {BuiltinRenderTextureType.CameraTarget, 0, 0, 0, 0, 0, 0, 0};
m_DepthAttachment = BuiltinRenderTextureType.CameraTarget;
m_ClearFlag = ClearFlag.None;
m_ClearColor = Color.black;
overrideCameraTarget = false;
isBlitRenderPass = false;
profilingSampler = new ProfilingSampler(nameof(ScriptableRenderPass));
}
///
/// Configures Input Requirements for this render pass.
/// This method should be called inside ScriptableRendererFeature.AddRenderPasses.
///
/// ScriptableRenderPassInput containing information about what requirements the pass needs.
///
public void ConfigureInput(ScriptableRenderPassInput passInput)
{
m_Input = passInput;
}
///
/// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
/// This method should be called inside Configure.
///
/// Color attachment identifier.
/// Depth attachment identifier.
///
public void ConfigureTarget(RenderTargetIdentifier colorAttachment, RenderTargetIdentifier depthAttachment)
{
m_DepthAttachment = depthAttachment;
ConfigureTarget(colorAttachment);
}
///
/// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
/// This method should be called inside Configure.
///
/// Color attachment identifier.
/// Depth attachment identifier.
///
public void ConfigureTarget(RenderTargetIdentifier[] colorAttachments, RenderTargetIdentifier depthAttachment)
{
overrideCameraTarget = true;
uint nonNullColorBuffers = RenderingUtils.GetValidColorBufferCount(colorAttachments);
if (nonNullColorBuffers > SystemInfo.supportedRenderTargetCount)
Debug.LogError("Trying to set " + nonNullColorBuffers + " renderTargets, which is more than the maximum supported:" + SystemInfo.supportedRenderTargetCount);
m_ColorAttachments = colorAttachments;
m_DepthAttachment = depthAttachment;
}
///
/// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
/// This method should be called inside Configure.
///
/// Color attachment identifier.
///
public void ConfigureTarget(RenderTargetIdentifier colorAttachment)
{
overrideCameraTarget = true;
m_ColorAttachments[0] = colorAttachment;
for (int i = 1; i < m_ColorAttachments.Length; ++i)
m_ColorAttachments[i] = 0;
}
///
/// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
/// This method should be called inside Configure.
///
/// Color attachment identifier.
///
public void ConfigureTarget(RenderTargetIdentifier[] colorAttachments)
{
ConfigureTarget(colorAttachments, BuiltinRenderTextureType.CameraTarget);
}
///
/// Configures clearing for the render targets for this render pass. Call this inside Configure.
///
/// ClearFlag containing information about what targets to clear.
/// Clear color.
///
public void ConfigureClear(ClearFlag clearFlag, Color clearColor)
{
m_ClearFlag = clearFlag;
m_ClearColor = clearColor;
}
///
/// This method is called by the renderer before rendering a camera
/// Override this method if you need to to configure render targets and their clear state, and to create temporary render target textures.
/// If a render pass doesn't override this method, this render pass renders to the active Camera's render target.
/// You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear.
///
/// CommandBuffer to enqueue rendering commands. This will be executed by the pipeline.
/// Current rendering state information
///
///
public virtual void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{}
///
/// This method is called by the renderer before executing the render pass.
/// Override this method if you need to to configure render targets and their clear state, and to create temporary render target textures.
/// If a render pass doesn't override this method, this render pass renders to the active Camera's render target.
/// You should never call CommandBuffer.SetRenderTarget. Instead call ConfigureTarget and ConfigureClear.
///
/// CommandBuffer to enqueue rendering commands. This will be executed by the pipeline.
/// Render texture descriptor of the camera render target.
///
///
public virtual void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{}
///
/// Called upon finish rendering a camera. You can use this callback to release any resources created
/// by this render
/// pass that need to be cleanup once camera has finished rendering.
/// This method be called for all cameras in a camera stack.
///
/// Use this CommandBuffer to cleanup any generated data
public virtual void OnCameraCleanup(CommandBuffer cmd)
{
}
///
/// Called upon finish rendering a camera stack. You can use this callback to release any resources created
/// by this render pass that need to be cleanup once all cameras in the stack have finished rendering.
/// This method will be called once after rendering the last camera in the camera stack.
/// Cameras that don't have an explicit camera stack are also considered stacked rendering.
/// In that case the Base camera is the first and last camera in the stack.
///
/// Use this CommandBuffer to cleanup any generated data
public virtual void OnFinishCameraStackRendering(CommandBuffer cmd)
{}
///
/// Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation
///
/// Use this render context to issue any draw commands during execution
/// Current rendering state information
public abstract void Execute(ScriptableRenderContext context, ref RenderingData renderingData);
///
/// Add a blit command to the context for execution. This changes the active render target in the ScriptableRenderer to
/// destination.
///
/// Command buffer to record command for execution.
/// Source texture or target identifier to blit from.
/// Destination texture or target identifier to blit into. This becomes the renderer active render target.
/// Material to use.
/// Shader pass to use. Default is 0.
///
public void Blit(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material = null, int passIndex = 0)
{
ScriptableRenderer.SetRenderTarget(cmd, destination, BuiltinRenderTextureType.CameraTarget, clearFlag, clearColor);
cmd.Blit(source, destination, material, passIndex);
}
///
/// Creates DrawingSettings based on current the rendering state.
///
/// Shader pass tag to render.
/// Current rendering state.
/// Criteria to sort objects being rendered.
///
///
public DrawingSettings CreateDrawingSettings(ShaderTagId shaderTagId, ref RenderingData renderingData, SortingCriteria sortingCriteria)
{
Camera camera = renderingData.cameraData.camera;
SortingSettings sortingSettings = new SortingSettings(camera) { criteria = sortingCriteria };
DrawingSettings settings = new DrawingSettings(shaderTagId, sortingSettings)
{
perObjectData = renderingData.perObjectData,
mainLightIndex = renderingData.lightData.mainLightIndex,
enableDynamicBatching = renderingData.supportsDynamicBatching,
// Disable instancing for preview cameras. This is consistent with the built-in forward renderer. Also fixes case 1127324.
enableInstancing = camera.cameraType == CameraType.Preview ? false : true,
};
return settings;
}
///
/// Creates DrawingSettings based on current rendering state.
///
/// /// List of shader pass tag to render.
/// Current rendering state.
/// Criteria to sort objects being rendered.
///
///
public DrawingSettings CreateDrawingSettings(List shaderTagIdList,
ref RenderingData renderingData, SortingCriteria sortingCriteria)
{
if (shaderTagIdList == null || shaderTagIdList.Count == 0)
{
Debug.LogWarning("ShaderTagId list is invalid. DrawingSettings is created with default pipeline ShaderTagId");
return CreateDrawingSettings(new ShaderTagId("UniversalPipeline"), ref renderingData, sortingCriteria);
}
DrawingSettings settings = CreateDrawingSettings(shaderTagIdList[0], ref renderingData, sortingCriteria);
for (int i = 1; i < shaderTagIdList.Count; ++i)
settings.SetShaderPassName(i, shaderTagIdList[i]);
return settings;
}
public static bool operator<(ScriptableRenderPass lhs, ScriptableRenderPass rhs)
{
return lhs.renderPassEvent < rhs.renderPassEvent;
}
public static bool operator>(ScriptableRenderPass lhs, ScriptableRenderPass rhs)
{
return lhs.renderPassEvent > rhs.renderPassEvent;
}
}
}