using System; using System.Collections.Generic; using UnityEngine.Profiling; namespace UnityEngine.Rendering.Universal.Internal { /// /// Draw objects into the given color and depth target /// /// You can use this pass to render objects that have a material and/or shader /// with the pass names UniversalForward or SRPDefaultUnlit. /// public class DrawObjectsPass : ScriptableRenderPass { #if DEBUG_NO_SHADERS static Material s_defaultMat; static Material defaultMat { get { if (s_defaultMat == null) { Shader s = Shader.Find("Hidden/DUMMY_SHADER"); s_defaultMat = new Material(s); } return s_defaultMat; } } #endif FilteringSettings m_FilteringSettings; RenderStateBlock m_RenderStateBlock; List m_ShaderTagIdList = new List(); string m_ProfilerTag; ProfilingSampler m_ProfilingSampler; bool m_IsOpaque; public bool useMotionVectorData; bool m_UseDepthPriming; // Skybox Drawing Params --------------------------------------------------- static GlobalKeyword s_DrawProcedural = GlobalKeyword.Create("DRAW_SKY_PROCEDURAL"); public bool drawSkybox; static readonly int s_WorldSpaceLightPos0 = Shader.PropertyToID("_WorldSpaceLightPosSun"); static readonly int s_LightColor0 = Shader.PropertyToID("_LightColorSun"); // static readonly int s_DrawObjectPassDataPropID = Shader.PropertyToID("_DrawObjectPassData"); public DrawObjectsPass(string profilerTag, ShaderTagId[] shaderTagIds, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) { base.profilingSampler = new ProfilingSampler(nameof(DrawObjectsPass)); m_ProfilerTag = profilerTag; m_ProfilingSampler = new ProfilingSampler(profilerTag); foreach (ShaderTagId sid in shaderTagIds) m_ShaderTagIdList.Add(sid); renderPassEvent = evt; m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); m_IsOpaque = opaque; if (stencilState.enabled) { m_RenderStateBlock.stencilReference = stencilReference; m_RenderStateBlock.mask = RenderStateMask.Stencil; m_RenderStateBlock.stencilState = stencilState; } } public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) : this(profilerTag, new ShaderTagId[] { new ShaderTagId("SRPDefaultUnlit"), new ShaderTagId("UniversalForward"), new ShaderTagId("UniversalForwardOnly") }, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference) { } internal DrawObjectsPass(URPProfileId profileId, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) : this(profileId.GetType().Name, opaque, evt, renderQueueRange, layerMask, stencilState, stencilReference) { m_ProfilingSampler = ProfilingSampler.Get(profileId); } public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { if (renderingData.cameraData.renderer.useDepthPriming && m_IsOpaque && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth)) { m_RenderStateBlock.depthState = new DepthState(false, CompareFunction.Equal); m_RenderStateBlock.mask |= RenderStateMask.Depth; } else if (m_RenderStateBlock.depthState.compareFunction == CompareFunction.Equal) { m_RenderStateBlock.depthState = new DepthState(true, CompareFunction.LessEqual); m_RenderStateBlock.mask |= RenderStateMask.Depth; } } /// public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { // NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name"). // Currently there's an issue which results in mismatched markers. CommandBuffer cmd = CommandBufferPool.Get(); using (new ProfilingScope(cmd, m_ProfilingSampler)) { // Global render pass data containing various settings. // x,y,z are currently unused // w is used for knowing whether the object is opaque(1) or alpha blended(0) Vector4 drawObjectPassData = new Vector4(0.0f, 0.0f, 0.0f, (m_IsOpaque) ? 1.0f : 0.0f); cmd.SetGlobalVector(s_DrawObjectPassDataPropID, drawObjectPassData); // scaleBias.x = flipSign // scaleBias.y = scale // scaleBias.z = bias // scaleBias.w = unused float flipSign = (renderingData.cameraData.IsCameraProjectionMatrixFlipped()) ? -1.0f : 1.0f; Vector4 scaleBias = (flipSign < 0.0f) ? new Vector4(flipSign, 1.0f, -1.0f, 1.0f) : new Vector4(flipSign, 0.0f, 1.0f, 1.0f); cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBias); context.ExecuteCommandBuffer(cmd); cmd.Clear(); Camera camera = renderingData.cameraData.camera; var sortFlags = (m_IsOpaque) ? renderingData.cameraData.defaultOpaqueSortFlags : SortingCriteria.CommonTransparent; if (renderingData.cameraData.renderer.useDepthPriming && m_IsOpaque && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth)) sortFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder; var filterSettings = m_FilteringSettings; #if UNITY_EDITOR // When rendering the preview camera, we want the layer mask to be forced to Everything if (renderingData.cameraData.isPreviewCamera) { filterSettings.layerMask = -1; } #endif DrawingSettings drawSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortFlags); if (useMotionVectorData) { drawSettings.perObjectData = drawSettings.perObjectData | PerObjectData.MotionVectors; } if (drawSkybox) { Material skybox = RenderSettings.skybox; if (skybox) { Light sun = RenderSettings.sun; Vector4 sunDir; Vector4 lightColor; if (sun && sun.isActiveAndEnabled) { sunDir = -sun.transform.forward; lightColor = (Vector4)sun.color * sun.intensity; } else { sunDir = new Vector4(0,0,-1,0); lightColor = Color.black; } skybox.SetVector(s_WorldSpaceLightPos0, sunDir); skybox.SetVector(s_LightColor0, lightColor); cmd.EnableKeyword(s_DrawProcedural); cmd.DrawProcedural(Matrix4x4.identity, skybox, 0, MeshTopology.Triangles, 3, 1); cmd.DisableKeyword(s_DrawProcedural); context.ExecuteCommandBuffer(cmd); cmd.Clear(); } } #if !DEBUG_NO_SHADERS var activeDebugHandler = GetActiveDebugHandler(renderingData); if (activeDebugHandler != null) { activeDebugHandler.DrawWithDebugRenderState(context, cmd, ref renderingData, ref drawSettings, ref filterSettings, ref m_RenderStateBlock, (ScriptableRenderContext ctx, ref RenderingData data, ref DrawingSettings ds, ref FilteringSettings fs, ref RenderStateBlock rsb) => { ctx.DrawRenderers(data.cullResults, ref ds, ref fs, ref rsb); }); } else { context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings, ref m_RenderStateBlock); // Render objects that did not match any shader pass with error shader RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None); } #else drawSettings.overrideMaterial = defaultMat; context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings); #endif } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } } }