using UnityEngine.Experimental.Rendering; using UnityEngine.Rendering.RenderGraphModule; using UnityEngine.Rendering.Universal.Internal; namespace UnityEngine.Rendering.Universal { /// /// Used by DBuffer to copy depth into different texture. /// In future this should be replaced by proper depth copy logic, as current CopyDepthPass do not implement RecordRenderGraph. /// internal class DBufferCopyDepthPass : CopyDepthPass { public DBufferCopyDepthPass(RenderPassEvent evt, Shader copyDepthShader, bool shouldClear = false, bool copyToDepth = false, bool copyResolvedDepth = false) : base(evt, copyDepthShader, shouldClear, copyToDepth, copyResolvedDepth) { } public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) { UniversalResourceData resourceData = frameData.Get(); UniversalCameraData cameraData = frameData.Get(); var universalRenderer = cameraData.renderer as UniversalRenderer; Debug.Assert(renderPassEvent < RenderPassEvent.BeforeRenderingGbuffer, "DBufferCopyDepthPass assumes the pipeline does a prepass and it is injected before opaque/gbuffer rendering."); var currentCameraDepthInfo = renderGraph.GetRenderTargetInfo(resourceData.activeDepthTexture); //Check if the active depth texture is already written to so we can use it bool useDepthPriming = universalRenderer.useDepthPriming; //Check if the active depth texture is compabible with the other render targets that we'll use for the dbuffer pass bool isMsaa = currentCameraDepthInfo.msaaSamples > 1; // We must create a temporary depth buffer for dbuffer rendering if the cameraDepth isn't compatible or was written to. bool hasCompatibleDepth = useDepthPriming && !isMsaa; if (!hasCompatibleDepth) { //Here we assume that when using depth priming, there is no prepass to the cameraDepthTexture but a copy, so that the texture is a color format. var source = (useDepthPriming) ? resourceData.cameraDepth : resourceData.cameraDepthTexture; Debug.Assert(source.IsValid(), "DBufferCopyDepthPass needs a valid cameraDepth or cameraDepth texture to copy from. You might be using depth priming, with MSAA and direct to backbuffer rendering, which is not supported."); Debug.Assert(GraphicsFormatUtility.IsDepthFormat(source.GetDescriptor(renderGraph).format), "DBufferCopyDepthPass assumes source has a depth format."); var depthDesc = cameraData.cameraTargetDescriptor; depthDesc.graphicsFormat = GraphicsFormat.None; //Depth only rendering depthDesc.depthStencilFormat = cameraData.cameraTargetDescriptor.depthStencilFormat; depthDesc.msaaSamples = 1; resourceData.dBufferDepth = UniversalRenderer.CreateRenderGraphTexture(renderGraph, depthDesc, DBufferRenderPass.s_DBufferDepthName, true); //The code shared with Compatibility Mode has some logic based on the deferred path. Here, we need it to always copy to depth, ignoring any other setting. CopyToDepth = true; // Copy the depth texture (filled by a prepass) into the new attachment so it can be used for depth testing Render(renderGraph, resourceData.dBufferDepth, source, resourceData, cameraData, false, "Copy DBuffer Depth"); } } } }