Streamingle_URP/Assets/External/VolumetricLights/Scripts/VolumetricLightsRenderFeature.cs

555 lines
26 KiB
C#

//------------------------------------------------------------------------------------------------------------------
// Volumetric Lights
// Created by Kronnect
//------------------------------------------------------------------------------------------------------------------
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
#if UNITY_2023_3_OR_NEWER
using UnityEngine.Rendering.RenderGraphModule;
#endif
namespace VolumetricLights {
public class VolumetricLightsRenderFeature : ScriptableRendererFeature {
static class ShaderParams {
public static int LightBuffer = Shader.PropertyToID("_LightBuffer");
public static int MainTex = Shader.PropertyToID("_MainTex");
public static int BlurRT = Shader.PropertyToID("_BlurTex");
public static int BlurRT2 = Shader.PropertyToID("_BlurTex2");
public static int BlendDest = Shader.PropertyToID("_BlendDest");
public static int BlendSrc = Shader.PropertyToID("_BlendSrc");
public static int BlendOp = Shader.PropertyToID("_BlendOp");
public static int MiscData = Shader.PropertyToID("_MiscData");
public static int ForcedInvisible = Shader.PropertyToID("_ForcedLightInvisible");
public static int DownsampledDepth = Shader.PropertyToID("_DownsampledDepth");
public static int BlueNoiseTexture = Shader.PropertyToID("_BlueNoise");
public static int BlurScale = Shader.PropertyToID("_BlurScale");
public static int Downscaling = Shader.PropertyToID("_Downscaling");
public static int CameraNormalsTexture = Shader.PropertyToID("_CameraNormalsTexture");
public static int CameraGBuffer0 = Shader.PropertyToID("_GBuffer0");
public static int CameraGBuffer1 = Shader.PropertyToID("_GBuffer1");
public const string SKW_DITHER = "DITHER";
public const string SKW_EDGE_PRESERVE = "EDGE_PRESERVE";
public const string SKW_EDGE_PRESERVE_UPSCALING = "EDGE_PRESERVE_UPSCALING";
}
static int GetScaledSize (int size, float factor) {
size = (int)(size / factor);
size /= 2;
if (size < 1)
size = 1;
return size * 2;
}
class VolumetricLightsRenderPass : ScriptableRenderPass {
const int renderingLayer = 1 << 50;
const string m_ProfilerTag = "Volumetric Lights Buffer Rendering";
const string m_LightBufferName = "_LightBuffer";
FilteringSettings filteringSettings = new FilteringSettings(RenderQueueRange.transparent, -1);
readonly List<ShaderTagId> shaderTagIdList = new List<ShaderTagId>();
static VolumetricLightsRenderFeature settings;
RTHandle m_LightBuffer;
public VolumetricLightsRenderPass () {
shaderTagIdList.Clear();
shaderTagIdList.Add(new ShaderTagId("UniversalForward"));
RenderTargetIdentifier lightBuffer = new RenderTargetIdentifier(ShaderParams.LightBuffer, 0, CubemapFace.Unknown, -1);
m_LightBuffer = RTHandles.Alloc(lightBuffer, name: m_LightBufferName);
}
public void CleanUp () {
RTHandles.Release(m_LightBuffer);
}
public void Setup (VolumetricLightsRenderFeature settings) {
VolumetricLightsRenderPass.settings = settings;
renderPassEvent = settings.renderPassEvent;
}
#if UNITY_2023_3_OR_NEWER
[Obsolete]
#endif
public override void Configure (CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) {
RenderTextureDescriptor lightBufferDesc = cameraTextureDescriptor;
if (settings.blendMode != BlendMode.Additive) {
lightBufferDesc.colorFormat = RenderTextureFormat.ARGBHalf;
}
lightBufferDesc.width = GetScaledSize(cameraTextureDescriptor.width, settings.downscaling);
lightBufferDesc.height = GetScaledSize(cameraTextureDescriptor.height, settings.downscaling);
lightBufferDesc.depthBufferBits = 0;
lightBufferDesc.useMipMap = false;
lightBufferDesc.msaaSamples = 1;
cmd.GetTemporaryRT(ShaderParams.LightBuffer, lightBufferDesc, FilterMode.Bilinear);
ConfigureTarget(m_LightBuffer);
ConfigureClear(ClearFlag.Color, new Color(0, 0, 0, 0));
ConfigureInput(ScriptableRenderPassInput.Depth);
}
#if UNITY_2023_3_OR_NEWER
[Obsolete]
#endif
public override void Execute (ScriptableRenderContext context, ref RenderingData renderingData) {
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
cmd.SetGlobalInt(ShaderParams.ForcedInvisible, 0);
context.ExecuteCommandBuffer(cmd);
if ((settings.downscaling <= 1f && settings.blurPasses < 1) || VolumetricLight.volumetricLights.Count == 0) {
CommandBufferPool.Release(cmd);
return;
}
foreach (VolumetricLight vl in VolumetricLight.volumetricLights) {
if (vl != null && vl.meshRenderer != null) {
vl.meshRenderer.renderingLayerMask = renderingLayer;
}
}
cmd.Clear();
var sortFlags = SortingCriteria.CommonTransparent;
var drawSettings = CreateDrawingSettings(shaderTagIdList, ref renderingData, sortFlags);
var filterSettings = filteringSettings;
filterSettings.renderingLayerMask = renderingLayer;
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings);
RenderTargetIdentifier lightBuffer = new RenderTargetIdentifier(ShaderParams.LightBuffer, 0, CubemapFace.Unknown, -1);
cmd.SetGlobalTexture(ShaderParams.LightBuffer, lightBuffer);
CommandBufferPool.Release(cmd);
}
#if UNITY_2023_3_OR_NEWER
class PassData {
public RendererListHandle rendererListHandle;
public UniversalCameraData cameraData;
public TextureHandle cameraNormalsTexture, gBuffer0, gBuffer1, gBuffer2;
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) {
using (var builder = renderGraph.AddUnsafePass<PassData>(m_ProfilerTag, out var passData)) {
builder.AllowPassCulling(false);
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
UniversalLightData lightData = frameData.Get<UniversalLightData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
passData.cameraData = cameraData;
builder.UseTexture(resourceData.activeDepthTexture, AccessFlags.Read);
ConfigureInput(ScriptableRenderPassInput.Depth);
if (resourceData.cameraNormalsTexture.IsValid()) {
builder.UseTexture(resourceData.cameraNormalsTexture);
passData.cameraNormalsTexture = resourceData.cameraNormalsTexture;
}
if (resourceData.gBuffer[0].IsValid()) {
builder.UseTexture(resourceData.gBuffer[0]);
passData.gBuffer0 = resourceData.gBuffer[0];
}
if (resourceData.gBuffer[1].IsValid()) {
builder.UseTexture(resourceData.gBuffer[1]);
passData.gBuffer1 = resourceData.gBuffer[1];
}
if (resourceData.gBuffer[2].IsValid()) {
builder.UseTexture(resourceData.gBuffer[2]);
passData.gBuffer2 = resourceData.gBuffer[2];
}
var sortingCriteria = SortingCriteria.CommonTransparent;
var drawingSettings = CreateDrawingSettings(shaderTagIdList, renderingData, cameraData, lightData, sortingCriteria);
var filterSettings = filteringSettings;
filterSettings.renderingLayerMask = renderingLayer;
RendererListParams listParams = new RendererListParams(renderingData.cullResults, drawingSettings, filterSettings);
passData.rendererListHandle = renderGraph.CreateRendererList(listParams);
builder.UseRendererList(passData.rendererListHandle);
builder.SetRenderFunc((PassData passData, UnsafeGraphContext context) => {
CommandBuffer cmd = CommandBufferHelpers.GetNativeCommandBuffer(context.cmd);
RenderTextureDescriptor lightBufferDesc = passData.cameraData.cameraTargetDescriptor;
if (settings.blendMode != BlendMode.Additive) {
lightBufferDesc.colorFormat = RenderTextureFormat.ARGBHalf;
}
lightBufferDesc.width = GetScaledSize(lightBufferDesc.width, settings.downscaling);
lightBufferDesc.height = GetScaledSize(lightBufferDesc.height, settings.downscaling);
lightBufferDesc.depthBufferBits = 0;
lightBufferDesc.useMipMap = false;
lightBufferDesc.msaaSamples = 1;
cmd.GetTemporaryRT(ShaderParams.LightBuffer, lightBufferDesc, FilterMode.Bilinear);
RenderTargetIdentifier rti = new RenderTargetIdentifier(ShaderParams.LightBuffer, 0, CubemapFace.Unknown, -1);
cmd.SetRenderTarget(rti);
cmd.ClearRenderTarget(false, true, new Color(0, 0, 0, 0));
cmd.SetGlobalInt(ShaderParams.ForcedInvisible, 0);
if ((settings.downscaling <= 1f && settings.blurPasses < 1) || VolumetricLight.volumetricLights.Count == 0) {
return;
}
if (passData.gBuffer0.IsValid()) {
cmd.SetGlobalTexture(ShaderParams.CameraGBuffer0, passData.gBuffer0);
}
if (passData.gBuffer1.IsValid()) {
cmd.SetGlobalTexture(ShaderParams.CameraGBuffer1, passData.gBuffer1);
}
if (passData.gBuffer2.IsValid()) {
cmd.SetGlobalTexture(ShaderParams.CameraNormalsTexture, passData.gBuffer2);
} else if (passData.cameraNormalsTexture.IsValid()) {
cmd.SetGlobalTexture(ShaderParams.CameraNormalsTexture, passData.cameraNormalsTexture);
}
foreach (VolumetricLight vl in VolumetricLight.volumetricLights) {
if (vl != null && vl.meshRenderer != null) {
vl.meshRenderer.renderingLayerMask = renderingLayer;
}
}
cmd.DrawRendererList(passData.rendererListHandle);
cmd.SetGlobalTexture(ShaderParams.LightBuffer, rti);
});
}
}
#endif
}
class BlurRenderPass : ScriptableRenderPass {
const string m_strProfilerTag = "Volumetric Lights Render Feature";
enum Pass {
BlurHorizontal = 0,
BlurVertical = 1,
BlurVerticalAndBlend = 2,
Blend = 3,
DownscaleDepth = 4,
BlurVerticalFinal = 5
}
class PassData {
#if UNITY_2022_3_OR_NEWER
public RTHandle source;
#else
public RenderTargetIdentifier source;
#endif
#if UNITY_2023_3_OR_NEWER
public TextureHandle colorTexture;
#endif
}
ScriptableRenderer renderer;
static Material mat;
static RenderTextureDescriptor sourceDesc;
static VolumetricLightsRenderFeature settings;
readonly PassData passData = new PassData();
public void Setup (Shader shader, ScriptableRenderer renderer, VolumetricLightsRenderFeature settings) {
BlurRenderPass.settings = settings;
this.renderPassEvent = settings.renderPassEvent;
this.renderer = renderer;
if (mat == null) {
mat = CoreUtils.CreateEngineMaterial(shader);
Texture2D noiseTex = Resources.Load<Texture2D>("Textures/blueNoiseVL128");
mat.SetTexture(ShaderParams.BlueNoiseTexture, noiseTex);
}
switch (settings.blendMode) {
case BlendMode.Additive:
mat.SetInt(ShaderParams.BlendOp, (int)UnityEngine.Rendering.BlendOp.Add);
mat.SetInt(ShaderParams.BlendSrc, (int)UnityEngine.Rendering.BlendMode.One);
mat.SetInt(ShaderParams.BlendDest, (int)UnityEngine.Rendering.BlendMode.One);
break;
case BlendMode.Blend:
mat.SetInt(ShaderParams.BlendOp, (int)UnityEngine.Rendering.BlendOp.Add);
mat.SetInt(ShaderParams.BlendSrc, (int)UnityEngine.Rendering.BlendMode.One);
mat.SetInt(ShaderParams.BlendDest, (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha);
break;
case BlendMode.PreMultiply:
mat.SetInt(ShaderParams.BlendOp, (int)UnityEngine.Rendering.BlendOp.Add);
mat.SetInt(ShaderParams.BlendSrc, (int)UnityEngine.Rendering.BlendMode.SrcAlpha);
mat.SetInt(ShaderParams.BlendDest, (int)UnityEngine.Rendering.BlendMode.One);
break;
case BlendMode.Substractive:
mat.SetInt(ShaderParams.BlendOp, (int)UnityEngine.Rendering.BlendOp.ReverseSubtract);
mat.SetInt(ShaderParams.BlendSrc, (int)UnityEngine.Rendering.BlendMode.One);
mat.SetInt(ShaderParams.BlendDest, (int)UnityEngine.Rendering.BlendMode.One);
break;
}
mat.SetVector(ShaderParams.MiscData, new Vector4(settings.ditherStrength * 0.1f, settings.brightness, settings.blurEdgeDepthThreshold, 0));
if (settings.ditherStrength > 0) {
mat.EnableKeyword(ShaderParams.SKW_DITHER);
} else {
mat.DisableKeyword(ShaderParams.SKW_DITHER);
}
mat.DisableKeyword(ShaderParams.SKW_EDGE_PRESERVE);
mat.DisableKeyword(ShaderParams.SKW_EDGE_PRESERVE_UPSCALING);
if (settings.blurPasses > 0 && settings.blurEdgePreserve) {
mat.EnableKeyword(settings.downscaling > 1f ? ShaderParams.SKW_EDGE_PRESERVE_UPSCALING : ShaderParams.SKW_EDGE_PRESERVE);
}
}
#if UNITY_2023_3_OR_NEWER
[Obsolete]
#endif
public override void Configure (CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) {
sourceDesc = cameraTextureDescriptor;
ConfigureInput(ScriptableRenderPassInput.Depth);
}
#if UNITY_2023_3_OR_NEWER
[Obsolete]
#endif
public override void Execute (ScriptableRenderContext context, ref RenderingData renderingData) {
#if UNITY_2022_1_OR_NEWER
passData.source = renderer.cameraColorTargetHandle;
#else
passData.source = renderer.cameraColorTarget;
#endif
CommandBuffer cmd = CommandBufferPool.Get(m_strProfilerTag);
ExecutePass(passData, cmd);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
#if UNITY_2023_3_OR_NEWER
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) {
using (var builder = renderGraph.AddUnsafePass<PassData>(m_strProfilerTag, out var passData)) {
builder.AllowPassCulling(false);
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
UniversalLightData lightData = frameData.Get<UniversalLightData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
passData.colorTexture = resourceData.activeColorTexture;
builder.UseTexture(resourceData.activeColorTexture, AccessFlags.ReadWrite);
builder.UseTexture(resourceData.activeDepthTexture, AccessFlags.Read);
ConfigureInput(ScriptableRenderPassInput.Depth);
sourceDesc = cameraData.cameraTargetDescriptor;
builder.SetRenderFunc((PassData passData, UnsafeGraphContext context) => {
CommandBuffer cmd = CommandBufferHelpers.GetNativeCommandBuffer(context.cmd);
passData.source = passData.colorTexture;
ExecutePass(passData, cmd);
});
}
}
#endif
static void ExecutePass (PassData passData, CommandBuffer cmd) {
if (settings.downscaling <= 1f && settings.blurPasses < 1) {
Cleanup();
return;
}
#if UNITY_2022_1_OR_NEWER
RTHandle source = passData.source;
#else
RenderTargetIdentifier source = passData.source;
#endif
cmd.SetGlobalInt(ShaderParams.ForcedInvisible, 1);
RenderTextureDescriptor rtBlurDesc = sourceDesc;
rtBlurDesc.width = GetScaledSize(sourceDesc.width, settings.downscaling);
rtBlurDesc.height = GetScaledSize(sourceDesc.height, settings.downscaling);
rtBlurDesc.useMipMap = false;
rtBlurDesc.colorFormat = settings.blurHDR ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32;
rtBlurDesc.msaaSamples = 1;
rtBlurDesc.depthBufferBits = 0;
bool usingDownscaling = settings.downscaling > 1f;
if (usingDownscaling) {
RenderTextureDescriptor rtDownscaledDepth = rtBlurDesc;
rtDownscaledDepth.colorFormat = RenderTextureFormat.RHalf;
cmd.GetTemporaryRT(ShaderParams.DownsampledDepth, rtDownscaledDepth, FilterMode.Bilinear);
FullScreenBlit(cmd, source, ShaderParams.DownsampledDepth, mat, (int)Pass.DownscaleDepth);
}
if (settings.blurPasses < 1) {
cmd.SetGlobalFloat(ShaderParams.BlurScale, settings.blurSpread);
FullScreenBlit(cmd, ShaderParams.LightBuffer, source, mat, (int)Pass.Blend);
} else {
rtBlurDesc.width = GetScaledSize(rtBlurDesc.width, settings.blurDownscaling);
rtBlurDesc.height = GetScaledSize(rtBlurDesc.height, settings.blurDownscaling);
cmd.GetTemporaryRT(ShaderParams.BlurRT, rtBlurDesc, FilterMode.Bilinear);
cmd.GetTemporaryRT(ShaderParams.BlurRT2, rtBlurDesc, FilterMode.Bilinear);
cmd.SetGlobalFloat(ShaderParams.BlurScale, settings.blurSpread * settings.blurDownscaling);
FullScreenBlit(cmd, ShaderParams.LightBuffer, ShaderParams.BlurRT, mat, (int)Pass.BlurHorizontal);
cmd.SetGlobalFloat(ShaderParams.BlurScale, settings.blurSpread);
for (int k = 0; k < settings.blurPasses - 1; k++) {
FullScreenBlit(cmd, ShaderParams.BlurRT, ShaderParams.BlurRT2, mat, (int)Pass.BlurVertical);
FullScreenBlit(cmd, ShaderParams.BlurRT2, ShaderParams.BlurRT, mat, (int)Pass.BlurHorizontal);
}
if (usingDownscaling) {
FullScreenBlit(cmd, ShaderParams.BlurRT, ShaderParams.BlurRT2, mat, (int)Pass.BlurVerticalFinal);
FullScreenBlit(cmd, ShaderParams.BlurRT2, source, mat, (int)Pass.Blend);
} else {
FullScreenBlit(cmd, ShaderParams.BlurRT, source, mat, (int)Pass.BlurVerticalAndBlend);
}
cmd.ReleaseTemporaryRT(ShaderParams.BlurRT2);
cmd.ReleaseTemporaryRT(ShaderParams.BlurRT);
}
cmd.ReleaseTemporaryRT(ShaderParams.LightBuffer);
if (usingDownscaling) {
cmd.ReleaseTemporaryRT(ShaderParams.DownsampledDepth);
}
}
static Mesh _fullScreenMesh;
static Mesh fullscreenMesh {
get {
if (_fullScreenMesh != null) {
return _fullScreenMesh;
}
float num = 1f;
float num2 = 0f;
Mesh val = new Mesh();
_fullScreenMesh = val;
_fullScreenMesh.SetVertices(new List<Vector3> {
new Vector3 (-1f, -1f, 0f),
new Vector3 (-1f, 1f, 0f),
new Vector3 (1f, -1f, 0f),
new Vector3 (1f, 1f, 0f)
});
_fullScreenMesh.SetUVs(0, new List<Vector2> {
new Vector2 (0f, num2),
new Vector2 (0f, num),
new Vector2 (1f, num2),
new Vector2 (1f, num)
});
_fullScreenMesh.SetIndices(new int[6] { 0, 1, 2, 2, 1, 3 }, (MeshTopology)0, 0, false);
_fullScreenMesh.UploadMeshData(true);
return _fullScreenMesh;
}
}
static void FullScreenBlit (CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, int passIndex) {
destination = new RenderTargetIdentifier(destination, 0, CubemapFace.Unknown, -1);
cmd.SetRenderTarget(destination);
cmd.SetGlobalTexture(ShaderParams.MainTex, source);
cmd.DrawMesh(fullscreenMesh, Matrix4x4.identity, material, 0, passIndex);
}
public static void Cleanup () {
CoreUtils.Destroy(mat);
Shader.SetGlobalInt(ShaderParams.ForcedInvisible, 0);
}
}
[SerializeField, HideInInspector]
Shader shader;
VolumetricLightsRenderPass vlRenderPass;
BlurRenderPass blurRenderPass;
public static bool installed;
public BlendMode blendMode = BlendMode.Additive;
public RenderPassEvent renderPassEvent = RenderPassEvent.BeforeRenderingTransparents;
[Range(1, 4)]
public float downscaling = 1;
[Range(0, 4)]
public int blurPasses = 1;
[Range(1, 4)]
public float blurDownscaling = 1;
[Range(0.1f, 4)]
public float blurSpread = 1f;
[Tooltip("Uses 32 bit floating point pixel format for rendering & blur fog volumes.")]
public bool blurHDR = true;
[Tooltip("Enable to use an edge-aware blur.")]
public bool blurEdgePreserve;
[Tooltip("Bilateral filter edge detection threshold.")]
public float blurEdgeDepthThreshold = 0.001f;
public float brightness = 1f;
[Range(0, 0.2f)]
public float ditherStrength;
[Tooltip("If this depth pre-pass render feature can execute on overlay cameras.")]
public bool ignoreOverlayCamera = true;
void OnDisable () {
installed = false;
if (blurRenderPass != null) {
BlurRenderPass.Cleanup();
}
Shader.SetGlobalFloat(ShaderParams.Downscaling, 0);
}
private void OnValidate () {
brightness = Mathf.Max(0, brightness);
ditherStrength = Mathf.Clamp(ditherStrength, 0, 0.2f);
blurEdgeDepthThreshold = Mathf.Max(0.0001f, blurEdgeDepthThreshold);
if (!isActive) {
OnDisable();
}
}
private void OnDestroy () {
if (vlRenderPass != null) {
vlRenderPass.CleanUp();
}
}
public override void Create () {
name = "Volumetric Lights";
vlRenderPass = new VolumetricLightsRenderPass();
blurRenderPass = new BlurRenderPass();
shader = Shader.Find("Hidden/VolumetricLights/Blur");
if (shader == null) {
return;
}
}
// This method is called when setting up the renderer once per-camera.
public override void AddRenderPasses (ScriptableRenderer renderer, ref RenderingData renderingData) {
if (ignoreOverlayCamera && renderingData.cameraData.renderType == CameraRenderType.Overlay) return;
Camera cam = renderingData.cameraData.camera;
if (cam.targetTexture != null && cam.targetTexture.format == RenderTextureFormat.Depth) return; // ignore occlusion cams!
bool isActive = downscaling > 1f || blurPasses > 0;
Shader.SetGlobalInt(ShaderParams.ForcedInvisible, isActive ? 1 : 0);
Shader.SetGlobalFloat(ShaderParams.Downscaling, downscaling - 1f);
vlRenderPass.Setup(this);
blurRenderPass.Setup(shader, renderer, this);
renderer.EnqueuePass(vlRenderPass);
renderer.EnqueuePass(blurRenderPass);
installed = true;
}
}
}