100 lines
4.1 KiB
C#
100 lines
4.1 KiB
C#
using System;
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namespace UnityEngine.Rendering.Universal.Internal
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{
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public class DepthNormalOnlyPass : ScriptableRenderPass
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{
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internal RenderTextureDescriptor normalDescriptor { get; private set; }
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internal RenderTextureDescriptor depthDescriptor { get; private set; }
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private RenderTargetHandle depthHandle { get; set; }
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private RenderTargetHandle normalHandle { get; set; }
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private ShaderTagId m_ShaderTagId = new ShaderTagId("DepthNormals");
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private FilteringSettings m_FilteringSettings;
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// Constants
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private const int k_DepthBufferBits = 32;
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/// <summary>
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/// Create the DepthNormalOnlyPass
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/// </summary>
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public DepthNormalOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask)
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{
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base.profilingSampler = new ProfilingSampler(nameof(DepthNormalOnlyPass));
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m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
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renderPassEvent = evt;
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}
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/// <summary>
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/// Configure the pass
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/// </summary>
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public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthHandle, RenderTargetHandle normalHandle)
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{
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this.depthHandle = depthHandle;
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baseDescriptor.colorFormat = RenderTextureFormat.Depth;
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baseDescriptor.depthBufferBits = k_DepthBufferBits;
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baseDescriptor.msaaSamples = 1;// Depth-Only pass don't use MSAA
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depthDescriptor = baseDescriptor;
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this.normalHandle = normalHandle;
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baseDescriptor.colorFormat = RenderTextureFormat.RGHalf;
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baseDescriptor.depthBufferBits = 0;
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baseDescriptor.msaaSamples = 1;
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normalDescriptor = baseDescriptor;
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}
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/// <inheritdoc/>
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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cmd.GetTemporaryRT(normalHandle.id, normalDescriptor, FilterMode.Point);
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cmd.GetTemporaryRT(depthHandle.id, depthDescriptor, FilterMode.Point);
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ConfigureTarget(
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new RenderTargetIdentifier(normalHandle.Identifier(), 0, CubemapFace.Unknown, -1),
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new RenderTargetIdentifier(depthHandle.Identifier(), 0, CubemapFace.Unknown, -1)
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);
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ConfigureClear(ClearFlag.All, 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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// NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name").
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// Currently there's an issue which results in mismatched markers.
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.DepthNormalPrepass)))
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{
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags;
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var drawSettings = CreateDrawingSettings(m_ShaderTagId, ref renderingData, sortFlags);
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drawSettings.perObjectData = PerObjectData.None;
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ref CameraData cameraData = ref renderingData.cameraData;
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Camera camera = cameraData.camera;
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context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref m_FilteringSettings);
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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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{
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throw new ArgumentNullException("cmd");
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}
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if (depthHandle != RenderTargetHandle.CameraTarget)
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{
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cmd.ReleaseTemporaryRT(normalHandle.id);
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cmd.ReleaseTemporaryRT(depthHandle.id);
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normalHandle = RenderTargetHandle.CameraTarget;
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depthHandle = RenderTargetHandle.CameraTarget;
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}
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}
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}
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}
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