329 lines
16 KiB
C#
329 lines
16 KiB
C#
using System.Collections.Generic;
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using Unity.Mathematics;
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using UnityEngine.Rendering;
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using UnityEngine.Profiling;
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using UnityEngine.Rendering.Universal;
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namespace UnityEngine.Experimental.Rendering.Universal
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{
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internal class Render2DLightingPass : ScriptableRenderPass, IRenderPass2D
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{
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private static readonly int k_HDREmulationScaleID = Shader.PropertyToID("_HDREmulationScale");
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private static readonly int k_InverseHDREmulationScaleID = Shader.PropertyToID("_InverseHDREmulationScale");
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private static readonly int k_UseSceneLightingID = Shader.PropertyToID("_UseSceneLighting");
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private static readonly int k_RendererColorID = Shader.PropertyToID("_RendererColor");
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private static readonly int k_CameraSortingLayerTextureID = Shader.PropertyToID("_CameraSortingLayerTexture");
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private static readonly int[] k_ShapeLightTextureIDs =
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{
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Shader.PropertyToID("_ShapeLightTexture0"),
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Shader.PropertyToID("_ShapeLightTexture1"),
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Shader.PropertyToID("_ShapeLightTexture2"),
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Shader.PropertyToID("_ShapeLightTexture3")
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};
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private static readonly ShaderTagId k_CombinedRenderingPassNameOld = new ShaderTagId("Lightweight2D");
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private static readonly ShaderTagId k_CombinedRenderingPassName = new ShaderTagId("Universal2D");
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private static readonly ShaderTagId k_NormalsRenderingPassName = new ShaderTagId("NormalsRendering");
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private static readonly ShaderTagId k_LegacyPassName = new ShaderTagId("SRPDefaultUnlit");
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private static readonly List<ShaderTagId> k_ShaderTags = new List<ShaderTagId>() { k_LegacyPassName, k_CombinedRenderingPassName, k_CombinedRenderingPassNameOld };
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private static readonly ProfilingSampler m_ProfilingDrawLights = new ProfilingSampler("Draw 2D Lights");
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private static readonly ProfilingSampler m_ProfilingDrawLightTextures = new ProfilingSampler("Draw 2D Lights Textures");
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private static readonly ProfilingSampler m_ProfilingDrawRenderers = new ProfilingSampler("Draw All Renderers");
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private static readonly ProfilingSampler m_ProfilingDrawLayerBatch = new ProfilingSampler("Draw Layer Batch");
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private static readonly ProfilingSampler m_ProfilingSamplerUnlit = new ProfilingSampler("Render Unlit");
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Material m_BlitMaterial;
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Material m_SamplingMaterial;
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private readonly Renderer2DData m_Renderer2DData;
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private bool m_HasValidDepth;
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public Render2DLightingPass(Renderer2DData rendererData, Material blitMaterial, Material samplingMaterial)
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{
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m_Renderer2DData = rendererData;
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m_BlitMaterial = blitMaterial;
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m_SamplingMaterial = samplingMaterial;
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}
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internal void Setup(bool hasValidDepth)
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{
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m_HasValidDepth = hasValidDepth;
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}
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private void GetTransparencySortingMode(Camera camera, ref SortingSettings sortingSettings)
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{
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var mode = m_Renderer2DData.transparencySortMode;
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if (mode == TransparencySortMode.Default)
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{
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mode = camera.orthographic ? TransparencySortMode.Orthographic : TransparencySortMode.Perspective;
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}
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switch (mode)
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{
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case TransparencySortMode.Perspective:
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sortingSettings.distanceMetric = DistanceMetric.Perspective;
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break;
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case TransparencySortMode.Orthographic:
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sortingSettings.distanceMetric = DistanceMetric.Orthographic;
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break;
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default:
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sortingSettings.distanceMetric = DistanceMetric.CustomAxis;
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sortingSettings.customAxis = m_Renderer2DData.transparencySortAxis;
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break;
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}
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}
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private void CopyCameraSortingLayerRenderTexture(ScriptableRenderContext context, RenderingData renderingData)
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{
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var cmd = CommandBufferPool.Get();
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cmd.Clear();
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this.CreateCameraSortingLayerRenderTexture(renderingData, cmd, m_Renderer2DData.cameraSortingLayerDownsamplingMethod);
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Material copyMaterial = m_Renderer2DData.cameraSortingLayerDownsamplingMethod == Downsampling._4xBox ? m_SamplingMaterial : m_BlitMaterial;
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RenderingUtils.Blit(cmd, colorAttachment, m_Renderer2DData.cameraSortingLayerRenderTarget.id, copyMaterial, 0, false, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
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cmd.SetRenderTarget(colorAttachment);
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cmd.SetGlobalTexture(k_CameraSortingLayerTextureID, m_Renderer2DData.cameraSortingLayerRenderTarget.id);
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context.ExecuteCommandBuffer(cmd);
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}
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private short GetCameraSortingLayerBoundsIndex()
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{
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SortingLayer[] sortingLayers = Light2DManager.GetCachedSortingLayer();
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for (short i = 0; i < sortingLayers.Length; i++)
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{
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if (sortingLayers[i].id == m_Renderer2DData.cameraSortingLayerTextureBound)
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return (short)sortingLayers[i].value;
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}
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return short.MinValue;
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}
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private int DrawLayerBatches(
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LayerBatch[] layerBatches,
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int batchCount,
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int startIndex,
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CommandBuffer cmd,
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ScriptableRenderContext context,
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ref RenderingData renderingData,
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ref FilteringSettings filterSettings,
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ref DrawingSettings normalsDrawSettings,
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ref DrawingSettings drawSettings,
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ref RenderTextureDescriptor desc)
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{
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var batchesDrawn = 0;
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var rtCount = 0U;
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// Draw lights
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using (new ProfilingScope(cmd, m_ProfilingDrawLights))
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{
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for (var i = startIndex; i < batchCount; ++i)
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{
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ref var layerBatch = ref layerBatches[i];
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var blendStyleMask = layerBatch.lightStats.blendStylesUsed;
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var blendStyleCount = 0U;
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while (blendStyleMask > 0)
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{
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blendStyleCount += blendStyleMask & 1;
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blendStyleMask >>= 1;
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}
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rtCount += blendStyleCount;
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if (rtCount > LayerUtility.maxTextureCount)
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break;
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batchesDrawn++;
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if (layerBatch.lightStats.totalNormalMapUsage > 0)
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{
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filterSettings.sortingLayerRange = layerBatch.layerRange;
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var depthTarget = m_HasValidDepth ? depthAttachment : BuiltinRenderTextureType.None;
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this.RenderNormals(context, renderingData, normalsDrawSettings, filterSettings, depthTarget, cmd, layerBatch.lightStats);
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}
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using (new ProfilingScope(cmd, m_ProfilingDrawLightTextures))
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{
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this.RenderLights(renderingData, cmd, layerBatch.startLayerID, ref layerBatch, ref desc);
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}
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}
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}
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// Draw renderers
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var blendStylesCount = m_Renderer2DData.lightBlendStyles.Length;
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using (new ProfilingScope(cmd, m_ProfilingDrawRenderers))
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{
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cmd.SetRenderTarget(colorAttachment, depthAttachment);
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for (var i = startIndex; i < startIndex + batchesDrawn; i++)
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{
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using (new ProfilingScope(cmd, m_ProfilingDrawLayerBatch))
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{
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// This is a local copy of the array element (it's a struct). Remember to add a ref here if you need to modify the real thing.
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var layerBatch = layerBatches[i];
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if (layerBatch.lightStats.totalLights > 0)
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{
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for (var blendStyleIndex = 0; blendStyleIndex < blendStylesCount; blendStyleIndex++)
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{
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var blendStyleMask = (uint)(1 << blendStyleIndex);
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var blendStyleUsed = (layerBatch.lightStats.blendStylesUsed & blendStyleMask) > 0;
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if (blendStyleUsed)
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{
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var identifier = layerBatch.GetRTId(cmd, desc, blendStyleIndex);
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cmd.SetGlobalTexture(k_ShapeLightTextureIDs[blendStyleIndex], identifier);
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}
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RendererLighting.EnableBlendStyle(cmd, blendStyleIndex, blendStyleUsed);
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}
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}
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else
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{
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for (var blendStyleIndex = 0; blendStyleIndex < k_ShapeLightTextureIDs.Length; blendStyleIndex++)
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{
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cmd.SetGlobalTexture(k_ShapeLightTextureIDs[blendStyleIndex], Texture2D.blackTexture);
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RendererLighting.EnableBlendStyle(cmd, blendStyleIndex, blendStyleIndex == 0);
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}
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}
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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short cameraSortingLayerBoundsIndex = GetCameraSortingLayerBoundsIndex();
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// If our camera sorting layer texture bound is inside our batch we need to break up the DrawRenderers into two batches
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if (cameraSortingLayerBoundsIndex >= layerBatch.layerRange.lowerBound && cameraSortingLayerBoundsIndex < layerBatch.layerRange.upperBound && m_Renderer2DData.useCameraSortingLayerTexture)
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{
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filterSettings.sortingLayerRange = new SortingLayerRange(layerBatch.layerRange.lowerBound, cameraSortingLayerBoundsIndex);
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context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings);
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CopyCameraSortingLayerRenderTexture(context, renderingData);
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filterSettings.sortingLayerRange = new SortingLayerRange((short)(cameraSortingLayerBoundsIndex + 1), layerBatch.layerRange.upperBound);
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context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings);
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}
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else
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{
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filterSettings.sortingLayerRange = new SortingLayerRange(layerBatch.layerRange.lowerBound, layerBatch.layerRange.upperBound);
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context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings);
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if (cameraSortingLayerBoundsIndex == layerBatch.layerRange.upperBound && m_Renderer2DData.useCameraSortingLayerTexture)
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CopyCameraSortingLayerRenderTexture(context, renderingData);
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}
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// Draw light volumes
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if (layerBatch.lightStats.totalVolumetricUsage > 0)
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{
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var sampleName = "Render 2D Light Volumes";
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cmd.BeginSample(sampleName);
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this.RenderLightVolumes(renderingData, cmd, layerBatch.startLayerID, layerBatch.endLayerValue, colorAttachment, depthAttachment, m_Renderer2DData.lightCullResult.visibleLights);
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cmd.EndSample(sampleName);
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}
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}
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}
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}
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for (var i = startIndex; i < startIndex + batchesDrawn; ++i)
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{
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ref var layerBatch = ref layerBatches[i];
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layerBatch.ReleaseRT(cmd);
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}
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return batchesDrawn;
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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var isLitView = true;
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#if UNITY_EDITOR
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if (renderingData.cameraData.isSceneViewCamera)
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isLitView = UnityEditor.SceneView.currentDrawingSceneView.sceneLighting;
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if (renderingData.cameraData.camera.cameraType == CameraType.Preview)
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isLitView = false;
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#endif
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var camera = renderingData.cameraData.camera;
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var filterSettings = new FilteringSettings();
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filterSettings.renderQueueRange = RenderQueueRange.all;
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filterSettings.layerMask = -1;
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filterSettings.renderingLayerMask = 0xFFFFFFFF;
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filterSettings.sortingLayerRange = SortingLayerRange.all;
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LayerUtility.InitializeBudget(m_Renderer2DData.lightRenderTextureMemoryBudget);
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ShadowRendering.InitializeBudget(m_Renderer2DData.shadowRenderTextureMemoryBudget);
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var isSceneLit = m_Renderer2DData.lightCullResult.IsSceneLit();
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if (isSceneLit)
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{
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var combinedDrawSettings = CreateDrawingSettings(k_ShaderTags, ref renderingData, SortingCriteria.CommonTransparent);
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var normalsDrawSettings = CreateDrawingSettings(k_NormalsRenderingPassName, ref renderingData, SortingCriteria.CommonTransparent);
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var sortSettings = combinedDrawSettings.sortingSettings;
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GetTransparencySortingMode(camera, ref sortSettings);
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combinedDrawSettings.sortingSettings = sortSettings;
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normalsDrawSettings.sortingSettings = sortSettings;
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var cmd = CommandBufferPool.Get();
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cmd.SetGlobalFloat(k_HDREmulationScaleID, m_Renderer2DData.hdrEmulationScale);
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cmd.SetGlobalFloat(k_InverseHDREmulationScaleID, 1.0f / m_Renderer2DData.hdrEmulationScale);
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cmd.SetGlobalFloat(k_UseSceneLightingID, isLitView ? 1.0f : 0.0f);
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cmd.SetGlobalColor(k_RendererColorID, Color.white);
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this.SetShapeLightShaderGlobals(cmd);
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var desc = this.GetBlendStyleRenderTextureDesc(renderingData);
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var layerBatches = LayerUtility.CalculateBatches(m_Renderer2DData.lightCullResult, out var batchCount);
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var batchesDrawn = 0;
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for (var i = 0; i < batchCount; i += batchesDrawn)
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batchesDrawn = DrawLayerBatches(layerBatches, batchCount, i, cmd, context, ref renderingData, ref filterSettings, ref normalsDrawSettings, ref combinedDrawSettings, ref desc);
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this.ReleaseRenderTextures(cmd);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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else
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{
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var unlitDrawSettings = CreateDrawingSettings(k_ShaderTags, ref renderingData, SortingCriteria.CommonTransparent);
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var cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, m_ProfilingSamplerUnlit))
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{
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CoreUtils.SetRenderTarget(cmd, colorAttachment, depthAttachment, ClearFlag.None, Color.white);
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cmd.SetGlobalFloat(k_UseSceneLightingID, isLitView ? 1.0f : 0.0f);
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cmd.SetGlobalColor(k_RendererColorID, Color.white);
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for (var blendStyleIndex = 0; blendStyleIndex < k_ShapeLightTextureIDs.Length; blendStyleIndex++)
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{
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if (blendStyleIndex == 0)
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cmd.SetGlobalTexture(k_ShapeLightTextureIDs[blendStyleIndex], Texture2D.blackTexture);
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RendererLighting.EnableBlendStyle(cmd, blendStyleIndex, blendStyleIndex == 0);
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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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Profiler.BeginSample("Render Sprites Unlit");
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context.DrawRenderers(renderingData.cullResults, ref unlitDrawSettings, ref filterSettings);
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Profiler.EndSample();
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}
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filterSettings.sortingLayerRange = SortingLayerRange.all;
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RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None);
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}
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Renderer2DData IRenderPass2D.rendererData
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{
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get { return m_Renderer2DData; }
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}
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}
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}
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