431 lines
19 KiB
C#
431 lines
19 KiB
C#
//pipelinedefine
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#define H_URP
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using HTraceWSGI.Scripts.Data.Private;
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using HTraceWSGI.Scripts.Extensions;
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using HTraceWSGI.Scripts.Extensions.CameraHistorySystem;
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using HTraceWSGI.Scripts.Globals;
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using HTraceWSGI.Scripts.Services.DirectionalShadowmap;
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using HTraceWSGI.Scripts.Wrappers;
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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#if UNITY_2023_3_OR_NEWER
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using HTraceWSGI.Scripts.Services.VoxelCameras;
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using UnityEngine.Rendering.RendererUtils;
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using UnityEngine.Rendering.RenderGraphModule;
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#endif
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namespace HTraceWSGI.Scripts.Passes.URP
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{
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internal class DirectionalShadowmapPassURP : ScriptableRenderPass
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{
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private enum HShadowmapKernel
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{
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ShadowmapMerge = 0,
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}
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// Shader properties
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internal static readonly int g_DirLightMatrix = Shader.PropertyToID("g_DirLightMatrix");
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internal static readonly int g_DirLightPlanes = Shader.PropertyToID("g_DirLightPlanes");
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internal static readonly int g_HTraceShadowmap = Shader.PropertyToID("g_HTraceShadowmap");
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internal static readonly int _DirectionalShadowmapStatic = Shader.PropertyToID("_DirectionalShadowmapStatic");
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internal static readonly int _Shadowmap = Shader.PropertyToID("_Shadowmap");
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internal static readonly int _Shadowmap_Output = Shader.PropertyToID("_Shadowmap_Output");
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internal static readonly int _OctantShadowOffset = Shader.PropertyToID("_OctantShadowOffset");
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// Samplers
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internal static readonly ProfilingSamplerHTrace s_RenderShadowmapProfilingSampler = new ProfilingSamplerHTrace("Render Shadowmap", parentName: HNames.HTRACE_SHADOWMAP_PASS_NAME, priority: 0);
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internal static readonly ProfilingSamplerHTrace s_RenderShadowmapDrawRendererListProfilingSampler = new ProfilingSamplerHTrace("Render Shadowmap DrawRendererList");
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internal static readonly ProfilingSamplerHTrace s_MergeShadowmapStaticProfilingSampler = new ProfilingSamplerHTrace("Merge Shadowmap Static");
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// Buffers & etc
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// Materials and Shaders
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internal static Material ShadowmapMaterial;
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//Partial
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internal static ComputeShader HShadowmap;
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//Textures
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internal static RTWrapper DirectionalDepthTarget = new RTWrapper();
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//Partial
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internal static RTWrapper DirectionalDepthTargetCombined = new RTWrapper();
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internal static RTWrapper DirectionalDepthTargetStatic = new RTWrapper();
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internal static RTWrapper DirectionalShadowmapStatic = new RTWrapper();
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internal struct HistoryData : IHistoryData
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{
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public VoxelizationUpdateMode VoxelizationUpdateMode;
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public void Update()
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{
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VoxelizationUpdateMode = HSettings.VoxelizationSettings.VoxelizationUpdateMode;
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}
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}
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internal static HistoryData History = new HistoryData();
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#region --------------------------- Non Render Graph ---------------------------
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#if !UNITY_6000_4_OR_NEWER
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private ScriptableRenderer _renderer;
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protected internal void Initialize(ScriptableRenderer renderer)
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{
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_renderer = renderer;
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}
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#if UNITY_2023_3_OR_NEWER
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[System.Obsolete]
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#endif
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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//ResourcesRG(renderingData.cameraData.camera, renderingData.cameraData.renderScale, renderingData.cameraData.cameraTargetDescriptor);
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}
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#if UNITY_2023_3_OR_NEWER
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[System.Obsolete]
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#endif
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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ConfigureInput(ScriptableRenderPassInput.Depth); // | ScriptableRenderPassInput.Normal);
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}
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#if UNITY_2023_3_OR_NEWER
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[System.Obsolete]
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#endif
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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var cmd = CommandBufferPool.Get(HNames.HTRACE_SHADOWMAP_PASS_NAME);
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Camera camera = renderingData.cameraData.camera;
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int width = (int)(camera.scaledPixelWidth * renderingData.cameraData.renderScale);
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int height = (int)(camera.scaledPixelHeight * renderingData.cameraData.renderScale);
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DirectionalShadowmapService.Instance.DirectionalCamera.ExecuteUpdate();
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switch (HSettings.VoxelizationSettings.VoxelizationUpdateMode)
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{
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case VoxelizationUpdateMode.Constant:
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using (new HTraceProfilingScope(cmd, s_RenderShadowmapProfilingSampler))
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//ExecuteConstant(cmd, camera, width, height, ref renderingData.cullResults);
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break;
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case VoxelizationUpdateMode.Partial:
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using (new HTraceProfilingScope(cmd, s_RenderShadowmapProfilingSampler))
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//ExecutePartial(cmd, camera, width, height);
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break;
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}
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History.Update();
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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CommandBufferPool.Release(cmd);
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}
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#endif
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#endregion --------------------------- Non Render Graph ---------------------------
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#region --------------------------- Render Graph ---------------------------
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#if UNITY_2023_3_OR_NEWER
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private class PassData
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{
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public RendererListHandle RendererListHandle;
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public UniversalCameraData UniversalCameraData;
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}
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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using (var builder = renderGraph.AddUnsafePass<PassData>(HNames.HTRACE_SHADOWMAP_PASS_NAME, out var passData, new ProfilingSampler(HNames.HTRACE_SHADOWMAP_PASS_NAME)))
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{
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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UniversalCameraData universalCameraData = frameData.Get<UniversalCameraData>();
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UniversalRenderingData universalRenderingData = frameData.Get<UniversalRenderingData>();
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UniversalLightData lightData = frameData.Get<UniversalLightData>();
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CullContextData cullContextData = frameData.Get<CullContextData>();
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ConfigureInput(ScriptableRenderPassInput.Depth);
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builder.AllowGlobalStateModification(true);
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builder.AllowPassCulling(true);
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passData.UniversalCameraData = universalCameraData;
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ResourcesRG(renderGraph, universalCameraData);
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DirectionalShadowmapService.Instance.DirectionalCamera.ExecuteUpdate();
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AddRendererList(renderGraph, universalCameraData, universalRenderingData, lightData, passData, builder, cullContextData);
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builder.SetRenderFunc((PassData data, UnsafeGraphContext context) => ExecutePass(data, context));
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}
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}
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private static void ResourcesRG(RenderGraph renderGraph, UniversalCameraData universalCameraData)
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{
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if (ShadowmapMaterial == null)
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{
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ShadowmapMaterial = CoreUtils.CreateEngineMaterial(Shader.Find("Hidden/HTraceWSGI/ShadowmapURP"));
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ShadowmapMaterial.enableInstancing = true;
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}
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if (HShadowmap == null) HShadowmap = HExtensions.LoadComputeShader("Shadowmap");
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int width = (int)(universalCameraData.camera.scaledPixelWidth * universalCameraData.renderScale);
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int height = (int)(universalCameraData.camera.scaledPixelHeight * universalCameraData.renderScale);
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RenderTextureDescriptor desc = universalCameraData.cameraTargetDescriptor;
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RenderTextureDescriptor depthDesc = universalCameraData.cameraTargetDescriptor;
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switch (HSettings.GeneralSettings.TracingMode)
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{
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case Globals.TracingMode.SoftwareTracing:
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switch (HSettings.VoxelizationSettings.VoxelizationUpdateMode)
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{
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case VoxelizationUpdateMode.Constant:
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desc.width = (int)HConstants.ShadowmapResolution.x;
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desc.height = (int)HConstants.ShadowmapResolution.y;
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desc.depthBufferBits = 0; // Color and depth cannot be combined in RTHandles
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desc.dimension = TextureDimension.Tex2D;
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desc.stencilFormat = GraphicsFormat.None;
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desc.depthStencilFormat = GraphicsFormat.None;
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DirectionalShadowmapStatic.ReAllocateIfNeeded("_DirectionalShadowmapStatic", ref desc, graphicsFormat: GraphicsFormat.R32_SFloat, enableRandomWrite: false);
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depthDesc.width = (int)HConstants.ShadowmapResolution.x;
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depthDesc.height = (int)HConstants.ShadowmapResolution.y;
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depthDesc.depthBufferBits = 32;
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depthDesc.colorFormat = RenderTextureFormat.Depth;
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DirectionalDepthTarget.ReAllocateIfNeeded(name: "_DirectionalDepthTargetCombined", ref depthDesc, enableRandomWrite: false);
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renderGraph.ImportTexture(DirectionalShadowmapStatic.rt);
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renderGraph.ImportTexture(DirectionalDepthTarget.rt);
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DirectionalDepthTargetStatic?.HRelease();
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DirectionalDepthTargetCombined?.HRelease();
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break;
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case VoxelizationUpdateMode.Partial:
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desc.width = (int)HConstants.ShadowmapResolution.x;
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desc.height = (int)HConstants.ShadowmapResolution.y;
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desc.depthBufferBits = 0; // Color and depth cannot be combined in RTHandles
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desc.dimension = TextureDimension.Tex2D;
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desc.stencilFormat = GraphicsFormat.None;
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desc.depthStencilFormat = GraphicsFormat.None;
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DirectionalShadowmapStatic.ReAllocateIfNeeded(name: "_DirectionalShadowmapStatic", ref desc, GraphicsFormat.R32_SFloat);
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depthDesc.width = (int)HConstants.ShadowmapResolution.x / 2;
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depthDesc.height = (int)HConstants.ShadowmapResolution.y / 2;
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depthDesc.dimension = TextureDimension.Tex2D;
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depthDesc.depthBufferBits = 32;
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depthDesc.colorFormat = RenderTextureFormat.Depth;
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depthDesc.useDynamicScale = false;
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DirectionalDepthTargetStatic.ReAllocateIfNeeded("_DirectionalDepthTargetStatic", ref depthDesc, enableRandomWrite: false);
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depthDesc.width = (int)HConstants.ShadowmapResolution.x;
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depthDesc.height = (int)HConstants.ShadowmapResolution.y;
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DirectionalDepthTargetCombined.ReAllocateIfNeeded("_DirectionalDepthTargetCombined", ref depthDesc, enableRandomWrite: false);
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renderGraph.ImportTexture(DirectionalShadowmapStatic.rt);
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renderGraph.ImportTexture(DirectionalDepthTargetStatic.rt);
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renderGraph.ImportTexture(DirectionalDepthTargetCombined.rt);
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DirectionalDepthTarget?.HRelease();
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break;
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}
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break;
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}
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}
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private static void AddRendererList(RenderGraph renderGraph, UniversalCameraData universalCameraData, UniversalRenderingData universalRenderingData, UniversalLightData lightData, PassData passData,
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IUnsafeRenderGraphBuilder builder, CullContextData cullContextData)
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{
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LayerMask voxelizationLayer = HSettings.VoxelizationSettings.VoxelizationMask;
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if (HSettings.VoxelizationSettings.VoxelizationUpdateMode == VoxelizationUpdateMode.Partial)
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{
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voxelizationLayer = HSettings.VoxelizationSettings.VoxelizationMask & ~HSettings.VoxelizationSettings.DynamicObjectsMask;
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if (VoxelizationRuntimeData.OctantIndex == OctantIndex.DynamicObjects)
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voxelizationLayer = HSettings.VoxelizationSettings.VoxelizationMask & HSettings.VoxelizationSettings.DynamicObjectsMask;
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}
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SortingCriteria sortFlags = universalCameraData.defaultOpaqueSortFlags;
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RenderQueueRange renderQueueRange = RenderQueueRange.opaque;
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FilteringSettings filterSettings = new FilteringSettings(renderQueueRange, voxelizationLayer);
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ShaderTagId tag = new ShaderTagId("ShadowCaster");
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// Create drawing settings
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DrawingSettings drawSettings = RenderingUtils.CreateDrawingSettings(tag, universalRenderingData, universalCameraData, lightData, sortFlags);
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//drawSettings.perObjectData = PerObjectData.MotionVectors;
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//drawSettings.overrideMaterial = materialToUse;
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var voxelizationCamera = VoxelizationRuntimeData.VoxelCamera.Camera;
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var directionalLightCamera = DirectionalShadowmapService.Instance.DirectionalCamera.GetDirectionalCamera;
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var maximumLODLevelBackup = QualitySettings.maximumLODLevel;
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var lodBiasBackup = QualitySettings.lodBias;
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QualitySettings.SetLODSettings(1, HSettings.VoxelizationSettings.LODMax, false);
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if (directionalLightCamera.TryGetCullingParameters(out ScriptableCullingParameters shadowCullingParams))
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{
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shadowCullingParams.cullingOptions = CullingOptions.None;
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shadowCullingParams.isOrthographic = true;
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//LayerMask shadowmapLayer = HSettings.VoxelizationSettings.VoxelizationMask;
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LODParameters lodParameters = shadowCullingParams.lodParameters;
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lodParameters.cameraPosition = voxelizationCamera.transform.position;
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lodParameters.isOrthographic = true;
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lodParameters.orthoSize = 0;
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shadowCullingParams.lodParameters = lodParameters;
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shadowCullingParams.cullingMask = (uint)voxelizationLayer.value;
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var directionalLightCullResults = cullContextData.Cull(ref shadowCullingParams);
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var rendererListParameters = new RendererListParams(directionalLightCullResults, drawSettings, filterSettings);
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passData.RendererListHandle = renderGraph.CreateRendererList(rendererListParameters);
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builder.UseRendererList(passData.RendererListHandle);
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}
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QualitySettings.SetLODSettings(lodBiasBackup, maximumLODLevelBackup, false);
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}
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private static void ExecutePass(PassData data, UnsafeGraphContext rgContext)
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{
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var cmd = CommandBufferHelpers.GetNativeCommandBuffer(rgContext.cmd);
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Camera camera = data.UniversalCameraData.camera;
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int width = (int)(data.UniversalCameraData.camera.scaledPixelWidth * data.UniversalCameraData.renderScale);
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int height = (int)(data.UniversalCameraData.camera.scaledPixelHeight * data.UniversalCameraData.renderScale);
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switch (HSettings.VoxelizationSettings.VoxelizationUpdateMode)
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{
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case VoxelizationUpdateMode.Constant:
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using (new HTraceProfilingScope(cmd, s_RenderShadowmapProfilingSampler))
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ExecuteConstant(cmd, camera, width, height, data);
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break;
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case VoxelizationUpdateMode.Partial:
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using (new HTraceProfilingScope(cmd, s_RenderShadowmapProfilingSampler))
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ExecutePartial(cmd, camera, width, height, data);
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VoxelizationRuntimeData.UpdateOctantIndex();
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break;
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}
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}
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#endif
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#endregion --------------------------- Render Graph ---------------------------
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#region --------------------------- Shared ---------------------------
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private static void ExecuteConstant(CommandBuffer cmd, Camera camera, int cameraWidth, int cameraHeight, PassData data)
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{
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var viewMatrixCached = camera.worldToCameraMatrix;
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var projectionMatrixCached = camera.projectionMatrix;
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var directionalLightCamera = DirectionalShadowmapService.Instance.DirectionalCamera.GetDirectionalCamera;
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cmd.SetViewProjectionMatrices(directionalLightCamera.worldToCameraMatrix, directionalLightCamera.projectionMatrix);
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var viewMatrix = directionalLightCamera.worldToCameraMatrix;
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var projectionMatrix = directionalLightCamera.projectionMatrix;
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projectionMatrix = GL.GetGPUProjectionMatrix(projectionMatrix, false);
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cmd.SetGlobalMatrix(g_DirLightMatrix, projectionMatrix * viewMatrix);
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cmd.SetGlobalVector(g_DirLightPlanes, new Vector2(directionalLightCamera.nearClipPlane, directionalLightCamera.farClipPlane));
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// Render shadowmap
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cmd.SetRenderTarget(DirectionalShadowmapStatic.rt, DirectionalDepthTarget.rt); //TODO: Why we use DirectionalShadowmapStatic here?
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cmd.ClearRenderTarget(true, true, Color.black);
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cmd.DrawRendererList(data.RendererListHandle);
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cmd.SetGlobalTexture(g_HTraceShadowmap, DirectionalDepthTarget.rt);
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cmd.SetViewProjectionMatrices(viewMatrixCached, projectionMatrixCached);
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History.Update();
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}
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private static void ExecutePartial(CommandBuffer cmd, Camera camera, int cameraWidth, int cameraHeight, PassData data)
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{
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var viewMatrixCached = camera.worldToCameraMatrix;
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var projectionMatrixCached = camera.projectionMatrix;
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var directionalLightCamera = DirectionalShadowmapService.Instance.DirectionalCamera.GetDirectionalCamera;
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cmd.SetViewProjectionMatrices(directionalLightCamera.worldToCameraMatrix, directionalLightCamera.projectionMatrix);
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var shadowmapRenderTarget = DirectionalDepthTargetStatic;
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ClearFlag clearDepthFlag = ClearFlag.Depth;
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var viewMatrix = directionalLightCamera.worldToCameraMatrix;
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var projectionMatrix = directionalLightCamera.projectionMatrix;
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projectionMatrix = GL.GetGPUProjectionMatrix(projectionMatrix, false);
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if ((int)VoxelizationRuntimeData.OctantIndex == 5)
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{
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cmd.SetGlobalMatrix(g_DirLightMatrix, projectionMatrix * viewMatrix);
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// Copy merged static depth to the final depth render target where dynamic objects will be added
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ShadowmapMaterial.SetTexture(_DirectionalShadowmapStatic, DirectionalShadowmapStatic.rt);
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CoreUtils.SetRenderTarget(cmd, DirectionalDepthTargetCombined.rt, ClearFlag.Depth, 0, CubemapFace.Unknown, -1);
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CoreUtils.DrawFullScreen(cmd, ShadowmapMaterial, DirectionalDepthTargetCombined.rt, DirectionalDepthTargetCombined.rt, shaderPassId: 0);
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shadowmapRenderTarget = DirectionalDepthTargetCombined;
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clearDepthFlag = ClearFlag.None;
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}
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var maximumLODLevelBackup = QualitySettings.maximumLODLevel;
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var lodBiasBackup = QualitySettings.lodBias;
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QualitySettings.SetLODSettings(1, HSettings.VoxelizationSettings.LODMax, false);
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// Render shadowmap
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CoreUtils.SetRenderTarget(cmd, shadowmapRenderTarget.rt, shadowmapRenderTarget.rt, clearDepthFlag);
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cmd.DrawRendererList(data.RendererListHandle);
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// Restore matrices and culling of the main camera
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QualitySettings.SetLODSettings(lodBiasBackup, maximumLODLevelBackup, false);
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cmd.SetViewProjectionMatrices(viewMatrixCached, projectionMatrixCached);
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// Merge shadowmap octants with static objects into a single texture
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using (new HTraceProfilingScope(cmd, s_MergeShadowmapStaticProfilingSampler))
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{
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if ((int)VoxelizationRuntimeData.OctantIndex != 5)
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{
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Vector2 octantShadowOffset = Vector2.zero;
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int octantIndex = (int)VoxelizationRuntimeData.OctantIndex;
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if (octantIndex == 1) octantShadowOffset = new Vector2(0, HConstants.ShadowmapResolution.y / 2);
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if (octantIndex == 2) octantShadowOffset = new Vector2(HConstants.ShadowmapResolution.x / 2, HConstants.ShadowmapResolution.y / 2);
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if (octantIndex == 3) octantShadowOffset = new Vector2(0, 0);
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if (octantIndex == 4) octantShadowOffset = new Vector2(HConstants.ShadowmapResolution.x / 2, 0);
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cmd.SetComputeTextureParam(HShadowmap, (int)HShadowmapKernel.ShadowmapMerge, _Shadowmap, DirectionalDepthTargetStatic.rt);
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cmd.SetComputeTextureParam(HShadowmap, (int)HShadowmapKernel.ShadowmapMerge, _Shadowmap_Output, DirectionalShadowmapStatic.rt);
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cmd.SetComputeVectorParam(HShadowmap, _OctantShadowOffset, octantShadowOffset);
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cmd.DispatchCompute(HShadowmap, (int)HShadowmapKernel.ShadowmapMerge, (int)HConstants.ShadowmapResolution.x / 2 / 8, (int)HConstants.ShadowmapResolution.y / 2 / 8, 1);
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}
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}
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// Pass rendered shadowmap to shaders
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cmd.SetGlobalTexture(g_HTraceShadowmap, DirectionalDepthTargetCombined.rt);
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History.Update();
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}
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protected internal void Dispose()
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{
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DirectionalDepthTargetStatic?.HRelease();
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DirectionalDepthTargetCombined?.HRelease();
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DirectionalShadowmapStatic?.HRelease();
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DirectionalDepthTarget?.HRelease();
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}
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#endregion --------------------------- Shared ---------------------------
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}
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}
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