59 lines
3.6 KiB
C#
59 lines
3.6 KiB
C#
using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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using UnityEngine.Rendering.Universal.Internal;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Used by DBuffer to copy depth into different texture.
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/// In future this should be replaced by proper depth copy logic, as current CopyDepthPass do not implement RecordRenderGraph.
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/// </summary>
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internal class DBufferCopyDepthPass : CopyDepthPass
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{
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public DBufferCopyDepthPass(RenderPassEvent evt, Shader copyDepthShader, bool shouldClear = false, bool copyToDepth = false, bool copyResolvedDepth = false)
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: base(evt, copyDepthShader, shouldClear, copyToDepth, copyResolvedDepth)
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{
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}
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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var universalRenderer = cameraData.renderer as UniversalRenderer;
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Debug.Assert(renderPassEvent < RenderPassEvent.BeforeRenderingGbuffer, "DBufferCopyDepthPass assumes the pipeline does a prepass and it is injected before opaque/gbuffer rendering.");
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var currentCameraDepthInfo = renderGraph.GetRenderTargetInfo(resourceData.activeDepthTexture);
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//Check if the active depth texture is already written to so we can use it
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bool useDepthPriming = universalRenderer.useDepthPriming;
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//Check if the active depth texture is compabible with the other render targets that we'll use for the dbuffer pass
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bool isMsaa = currentCameraDepthInfo.msaaSamples > 1;
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// We must create a temporary depth buffer for dbuffer rendering if the cameraDepth isn't compatible or was written to.
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bool hasCompatibleDepth = useDepthPriming && !isMsaa;
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if (!hasCompatibleDepth)
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{
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//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.
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var source = (useDepthPriming) ? resourceData.cameraDepth : resourceData.cameraDepthTexture;
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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.");
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Debug.Assert(GraphicsFormatUtility.IsDepthFormat(source.GetDescriptor(renderGraph).format), "DBufferCopyDepthPass assumes source has a depth format.");
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var depthDesc = cameraData.cameraTargetDescriptor;
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depthDesc.graphicsFormat = GraphicsFormat.None; //Depth only rendering
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depthDesc.depthStencilFormat = cameraData.cameraTargetDescriptor.depthStencilFormat;
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depthDesc.msaaSamples = 1;
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resourceData.dBufferDepth = UniversalRenderer.CreateRenderGraphTexture(renderGraph, depthDesc, DBufferRenderPass.s_DBufferDepthName, true);
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//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.
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CopyToDepth = true;
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// Copy the depth texture (filled by a prepass) into the new attachment so it can be used for depth testing
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Render(renderGraph, resourceData.dBufferDepth, source, resourceData, cameraData, false, "Copy DBuffer Depth");
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}
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}
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}
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}
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