168 lines
7.0 KiB
C#
168 lines
7.0 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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#if !UNITY_6000_4_OR_NEWER
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namespace RadiantGI.Universal {
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public partial class RadiantRenderFeature {
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partial class RadiantPass {
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public override void Configure (CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) {
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ConfigureInput(GetRequiredInputs());
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}
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public override void Execute (ScriptableRenderContext context, ref RenderingData renderingData) {
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sourceDesc = renderingData.cameraData.cameraTargetDescriptor;
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sourceDesc.colorFormat = RenderTextureFormat.ARGBHalf;
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sourceDesc.useMipMap = false;
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sourceDesc.msaaSamples = 1;
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sourceDesc.depthBufferBits = 0;
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cameraTargetDesc = sourceDesc;
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float downsampling = radiant.downsampling.value;
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sourceDesc.width = (int)(sourceDesc.width / downsampling);
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sourceDesc.height = (int)(sourceDesc.height / downsampling);
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Camera cam = renderingData.cameraData.camera;
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CommandBuffer cmd = CommandBufferPool.Get(RGI_CBUF_NAME);
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cmd.Clear();
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#if UNITY_2022_2_OR_NEWER
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passData.source = renderingData.cameraData.renderer.cameraColorTargetHandle;
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#else
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passData.source = renderingData.cameraData.renderer.cameraColorTarget;
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#endif
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passData.cmd = cmd;
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passData.cam = cam;
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passData.reflectionProbes = renderingData.cullResults.visibleReflectionProbes;
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passData.usesProbeAtlas = false; // only on Unity 6.1+ with render graph
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RenderGI(passData);
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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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partial class RadiantComparePass {
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public override void Execute (ScriptableRenderContext context, ref RenderingData renderingData) {
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CommandBuffer cmd = CommandBufferPool.Get(RGI_CBUF_NAME);
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cmd.Clear();
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#if UNITY_2022_2_OR_NEWER
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passData.source = renderingData.cameraData.renderer.cameraColorTargetHandle;
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passData.sourceDepth = renderingData.cameraData.renderer.cameraDepthTargetHandle;
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#else
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passData.source = renderingData.cameraData.renderer.cameraColorTarget;
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passData.sourceDepth = renderingData.cameraData.renderer.cameraDepthTarget;
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#endif
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RenderTextureDescriptor desc = renderingData.cameraData.cameraTargetDescriptor;
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desc.useMipMap = false;
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desc.msaaSamples = 1;
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desc.depthBufferBits = 0;
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passData.cameraTargetDesc = desc;
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passData.cmd = cmd;
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ExecutePass(passData);
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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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partial class RadiantOrganicLightPass {
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public override void Configure (CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) {
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#if UNITY_2022_1_OR_NEWER
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RTHandle m_GbufferAttachmentsHandle = GetAlbedoFromGbuffer();
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ConfigureTarget(m_GbufferAttachmentsHandle, m_DeferredLights.DepthAttachmentHandle);
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#else
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RenderTargetIdentifier m_GbufferAttachmentsIdentifier = GetAlbedoFromGbuffer();
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m_GbufferAttachmentsIdentifier = new RenderTargetIdentifier(m_GbufferAttachmentsIdentifier, 0, CubemapFace.Unknown, -1);
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ConfigureTarget(m_GbufferAttachmentsIdentifier, m_DeferredLights.DepthAttachmentIdentifier);
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#endif
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}
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public override void Execute (ScriptableRenderContext context, ref RenderingData renderingData) {
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CommandBuffer cmd = CommandBufferPool.Get(m_strProfilerTag);
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cmd.DrawMesh(fullscreenMesh, Matrix4x4.identity, mat, 0, (int)Pass.OrganicLight);
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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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partial class TransparentDepthRenderPass {
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public override void Configure (CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) {
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if (transparentLayerMask != 0 && transparentLayerMask != filterSettings.layerMask) {
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filterSettings = new FilteringSettings(RenderQueueRange.transparent, transparentLayerMask);
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}
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RenderTextureDescriptor depthDesc = cameraTextureDescriptor;
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depthDesc.colorFormat = RenderTextureFormat.Depth;
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depthDesc.depthBufferBits = 24;
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depthDesc.msaaSamples = 1;
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cmd.GetTemporaryRT(ShaderParams.TransparentDepthTexture, depthDesc, FilterMode.Point);
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#if UNITY_2022_2_OR_NEWER
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cmd.SetGlobalTexture(ShaderParams.TransparentDepthTexture, m_Depth);
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ConfigureTarget(m_Depth);
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#else
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cmd.SetGlobalTexture(ShaderParams.TransparentDepthTexture, m_Depth);
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ConfigureTarget(m_Depth);
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#endif
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ConfigureClear(ClearFlag.Depth, Color.black);
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}
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public override void Execute (ScriptableRenderContext context, ref RenderingData renderingData) {
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CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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if (useOptimizedDepthOnlyShader) {
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if (depthOnlyMaterial == null) {
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Shader depthOnly = Shader.Find(m_DepthOnlyShader);
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if (depthOnly != null) {
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depthOnlyMaterial = new Material(depthOnly);
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}
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}
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}
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if (transparentLayerMask != 0) {
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SortingCriteria sortingCriteria = SortingCriteria.CommonTransparent;
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var drawSettings = CreateDrawingSettings(shaderTagIdList, ref renderingData, sortingCriteria);
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drawSettings.perObjectData = PerObjectData.None;
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if (depthOnlyMaterial != null) {
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drawSettings.overrideMaterial = depthOnlyMaterial;
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}
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context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings);
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}
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if (depthOnlyMaterial != null) {
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int transparentSupportCount = RadiantRenderFeature.transparentSupport.Count;
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for (int i = 0; i < transparentSupportCount; i++) {
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Renderer renderer = RadiantRenderFeature.transparentSupport[i].theRenderer;
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if (renderer != null) {
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cmd.DrawRenderer(renderer, depthOnlyMaterial);
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}
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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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}
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}
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}
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}
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#endif
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