66 lines
3.0 KiB
C#
66 lines
3.0 KiB
C#
namespace UnityEngine.Rendering.Universal
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{
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internal class SceneViewDepthCopyPass : ScriptableRenderPass
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{
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private RenderTargetHandle source { get; set; }
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Material m_CopyDepthMaterial;
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const string m_ProfilerTag = "Copy Depth for Scene View";
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private static readonly ProfilingSampler m_ProfilingSampler = new ProfilingSampler(m_ProfilerTag);
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public SceneViewDepthCopyPass(RenderPassEvent evt, Material copyDepthMaterial)
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{
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base.profilingSampler = new ProfilingSampler(nameof(SceneViewDepthCopyPass));
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m_CopyDepthMaterial = copyDepthMaterial;
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renderPassEvent = evt;
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}
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public void Setup(RenderTargetHandle source)
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{
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this.source = source;
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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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if (m_CopyDepthMaterial == null)
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{
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Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_CopyDepthMaterial, GetType().Name);
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return;
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}
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// Restore Render target for additional editor rendering.
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// Note: Scene view camera always perform depth prepass
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, m_ProfilingSampler))
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{
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CoreUtils.SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget);
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cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier());
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cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthNoMsaa);
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cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
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cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
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cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8);
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// Blit has logic to flip projection matrix when rendering to render texture.
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// Currently the y-flip is handled in CopyDepthPass.hlsl by checking _ProjectionParams.x
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// If you replace this Blit with a Draw* that sets projection matrix double check
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// to also update shader.
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// scaleBias.x = flipSign
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// scaleBias.y = scale
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// scaleBias.z = bias
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// scaleBias.w = unused
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ref CameraData cameraData = ref renderingData.cameraData;
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float flipSign = (cameraData.IsCameraProjectionMatrixFlipped()) ? -1.0f : 1.0f;
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Vector4 scaleBiasRt = (flipSign < 0.0f)
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? new Vector4(flipSign, 1.0f, -1.0f, 1.0f)
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: new Vector4(flipSign, 0.0f, 1.0f, 1.0f);
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cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBiasRt);
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cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_CopyDepthMaterial);
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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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}
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}
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