add wboit

This commit is contained in:
StarBeats 2026-01-31 15:54:25 +08:00
parent eb31f54866
commit 80349e71d0
34 changed files with 4806 additions and 104 deletions

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@ -1,9 +1,5 @@
Shader "Hidden/WBOIT/WBOITBlend"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
@ -22,8 +18,7 @@ Shader "Hidden/WBOIT/WBOITBlend"
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _CameraColorTex;
sampler2D _AccumTex;
sampler2D _RevealageTex;
@ -47,7 +42,7 @@ Shader "Hidden/WBOIT/WBOITBlend"
fixed4 frag (v2f i) : SV_Target
{
fixed4 background = tex2D(_MainTex, i.uv);
fixed4 background = tex2D(_CameraColorTex, i.uv);
float4 accum = tex2D(_AccumTex, i.uv);
float r = tex2D(_RevealageTex, i.uv).r;

View File

@ -3,8 +3,10 @@ using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.Universal;
using UnityEngine.Rendering;
using UnityEngine.Rendering.RendererUtils;
using UnityEngine.Rendering.Universal;
[DisallowMultipleRendererFeature]
public class WBOITFeature : ScriptableRendererFeature
{
[Serializable]
@ -64,10 +66,12 @@ public class WBOITFeature : ScriptableRendererFeature
static readonly int accumTexID = Shader.PropertyToID("_AccumTex");
static readonly int revealageTexID = Shader.PropertyToID("_RevealageTex");
static readonly int mainTexID = Shader.PropertyToID("_MainTex");
static readonly int cameraColorTex = Shader.PropertyToID("_CameraColorTex");
RTHandle[] oitRTids = new RTHandle[2];
private ShaderTagId shaderTagId = new ShaderTagId("DoOIT");
RTHandle[] oitRTs = new RTHandle[2];
RenderTargetIdentifier[] oitRtIds = new RenderTargetIdentifier[2];
private ShaderTagId shaderTagId = new ShaderTagId("WBOIT");
public OITRenderPass(OITSettings settings)
{
@ -81,8 +85,8 @@ public class WBOITFeature : ScriptableRendererFeature
public void Dispose()
{
oitRTids[0]?.Release();
oitRTids[1]?.Release();
oitRTs[0]?.Release();
oitRTs[1]?.Release();
commandBuffer.Release();
GameObject.DestroyImmediate(blendMaterial);
}
@ -98,40 +102,54 @@ public class WBOITFeature : ScriptableRendererFeature
var desc = renderingData.cameraData.cameraTargetDescriptor;
desc.depthBufferBits = 0;
desc.sRGB = false;
RenderingUtils.ReAllocateIfNeeded(ref oitRTids[0], desc, filterMode: FilterMode.Bilinear);
RenderingUtils.ReAllocateIfNeeded(ref destinationRT, desc, filterMode: FilterMode.Bilinear);
cmd.SetRenderTarget(oitRTids[0]);
desc.graphicsFormat = GraphicsFormat.R16G16B16A16_SFloat;
RenderingUtils.ReAllocateIfNeeded(ref oitRTs[0], desc, filterMode: FilterMode.Bilinear, name: "_AccumTex");
cmd.SetRenderTarget(oitRTs[0]);
cmd.ClearRenderTarget(false, true, new Color(0.0f, 0.0f, 0.0f, 0.0f));
desc.graphicsFormat = SystemInfo.IsFormatSupported(GraphicsFormat.R16_SFloat, FormatUsage.Render) ? GraphicsFormat.R16_SFloat : GraphicsFormat.R32_SFloat;
RenderingUtils.ReAllocateIfNeeded(ref oitRTids[1], desc, filterMode: FilterMode.Bilinear);
RenderingUtils.ReAllocateIfNeeded(ref oitRTs[1], desc, filterMode: FilterMode.Bilinear, name: "_RevealageTex");
cmd.SetRenderTarget(oitRTids[1]);
cmd.SetRenderTarget(oitRTs[1]);
cmd.ClearRenderTarget(false, true, new Color(1.0f, 1.0f, 1.0f, 1.0f));
oitRtIds[0] = oitRTs[0];
oitRtIds[1] = oitRTs[1];
RenderQueueRange renderQueueRange = (settings.FilterSettings.RenderQueueType == RenderQueueType.Transparent)
? RenderQueueRange.transparent
: RenderQueueRange.opaque;
var filteringSettings = new FilteringSettings(renderQueueRange, settings.FilterSettings.LayerMask);
var renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
SortingCriteria sortingCriteria = (filteringSettings.renderQueueRange == RenderQueueRange.transparent)
SortingCriteria sortingCriteria = (renderQueueRange == RenderQueueRange.transparent)
? SortingCriteria.CommonTransparent
: renderingData.cameraData.defaultOpaqueSortFlags;
DrawingSettings drawSettings = CreateDrawingSettings(shaderTagId, ref renderingData, sortingCriteria);
#region Draw Weighted Blended Order-Independent Transparency
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filteringSettings, ref renderStateBlock);
cmd.SetRenderTarget(oitRtIds, rdr.cameraDepthTargetHandle);
RendererList rendererList = context.CreateRendererList(new RendererListDesc(shaderTagId, renderingData.cullResults, renderingData.cameraData.camera)
{
renderQueueRange = renderQueueRange,
sortingCriteria = sortingCriteria,
rendererConfiguration = renderingData.perObjectData,
layerMask = settings.FilterSettings.LayerMask,
stateBlock = renderStateBlock,
});
cmd.DrawRendererList(rendererList);
#endregion
#region Blend
cmd.SetGlobalTexture(accumTexID, oitRTids[0]);
cmd.SetGlobalTexture(revealageTexID, oitRTids[1]);
cmd.SetGlobalTexture(mainTexID, rdr.cameraColorTargetHandle);
cmd.BeginSample("Blend");
cmd.SetGlobalTexture(accumTexID, oitRTs[0]);
cmd.SetGlobalTexture(revealageTexID, oitRTs[1]);
cmd.SetGlobalTexture(cameraColorTex, rdr.cameraColorTargetHandle);
cmd.SetRenderTarget(destinationRT, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
cmd.SetRenderTarget(destinationRT, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
cmd.DrawProcedural(Matrix4x4.identity, blendMaterial, 0, MeshTopology.Triangles, 3);
if (SystemInfo.copyTextureSupport != CopyTextureSupport.None)
@ -142,6 +160,7 @@ public class WBOITFeature : ScriptableRendererFeature
{
Blit(cmd, destinationRT, rdr.cameraColorTargetHandle);
}
cmd.EndSample("Blend");
#endregion
context.ExecuteCommandBuffer(cmd);
cmd.Clear();

View File

@ -1,16 +1,19 @@
Shader "WBOIT/WBOITSimpleTranspatent"
{
Properties {
Properties
{
_Color ("Color Tint", Color) = (1, 1, 1, 1)
_MainTex ("Main Tex", 2D) = "white" {}
_Alpha("Alpha", Range(0.0, 1.0)) = 0.5
}
SubShader {
SubShader
{
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
Pass {
Tags { "LightMode" = "DoOIT" }
Tags { "LightMode" = "WBOIT" }
ZWrite Off
Blend 0 One One

View File

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@ -31,5 +31,5 @@ Material:
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@ -395,6 +396,27 @@ MonoBehaviour:
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@ -5,6 +5,7 @@ using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.RenderGraphModule;
using UnityEngine.Profiling;
using X.Rendering.Feature;
using static Unity.Burst.Intrinsics.X86.Avx;
namespace UnityEngine.Rendering.Universal.Internal
{
@ -183,6 +184,94 @@ namespace UnityEngine.Rendering.Universal.Internal
public bool cfgChange;
};
unsafe struct VRSScop : IDisposable
{
private readonly CommandBuffer cmd;
private readonly bool useDx12;
private readonly UniversalRenderPipelineAsset asset;
private readonly ScriptableRenderContext* context;
public VRSScop(CommandBuffer cmd, ScriptableRenderContext context, bool useDx12, in RenderingData renderingData, UniversalRenderPipelineAsset asset)
{
this.cmd = cmd;
this.useDx12 = useDx12;
this.asset = asset;
this.context = &context;
EnableVrs(useDx12, renderingData, asset);
}
void EnableVrs(bool useDx12, in RenderingData renderingData, UniversalRenderPipelineAsset asset)
{
#if PLATFORM_IOS || UNITY_STANDALONE_OSX
DataPack* ptr = (DataPack*)vrsDataPackPtr.ToPointer();
ptr->width = renderingData.cameraData.cameraTargetDescriptor.width;
ptr->height = renderingData.cameraData.cameraTargetDescriptor.height;
ptr->cfgChange = true;
switch (asset.VRSRate)
{
case RenderingPlugin.VRSPluginShadingRate.X1_PER_PIXEL:
ptr->ratex = 1.0f;
ptr->ratey = 1.0f;
break;
case RenderingPlugin.VRSPluginShadingRate.X1_PER_2X1_PIXELS:
ptr->ratex = 0.5f;
ptr->ratey = 1.0f;
break;
case RenderingPlugin.VRSPluginShadingRate.X1_PER_1X2_PIXELS:
ptr->ratex = 0.5f;
ptr->ratey = 1.0f;
break;
case RenderingPlugin.VRSPluginShadingRate.X1_PER_2X2_PIXELS:
ptr->ratex = 0.5f;
ptr->ratey = 0.5f;
break;
case RenderingPlugin.VRSPluginShadingRate.X1_PER_4X2_PIXELS:
ptr->ratex = 0.25f;
ptr->ratey = 0.5f;
break;
case RenderingPlugin.VRSPluginShadingRate.X1_PER_2X4_PIXELS:
ptr->ratex = 0.5f;
ptr->ratey = 0.25f;
break;
case RenderingPlugin.VRSPluginShadingRate.X1_PER_4X4_PIXELS:
ptr->ratex = 0.25f;
ptr->ratey = 0.25f;
break;
default:
break;
}
cmd.BeginSample("EnableVrs");
cmd.IssuePluginEventAndData(RenderingPlugin.GetRenderEventAndDataFunc(), (int)RenderingPlugin.NativeRenderingEvent.EnableVRS, vrsDataPackPtr);
#else
cmd.BeginSample("EnableVrs");
*(int*)vrsEnumPtr.ToPointer() = (int)asset.VRSRate;
cmd.IssuePluginEventAndData(RenderingPlugin.GetRenderEventAndDataFunc(), (int)RenderingPlugin.NativeRenderingEvent.EnableVRS, vrsEnumPtr);
#endif
cmd.EndSample("EnableVrs");
context->ExecuteCommandBuffer(cmd);
cmd.Clear();
if (useDx12)
{
// DX12 下会 context.DrawRenderers 重新设置 view port 和 scissor rect
Rect renderRect = new Rect(0, 0, renderingData.cameraData.cameraTargetDescriptor.width, renderingData.cameraData.cameraTargetDescriptor.height);
cmd.SetViewport(renderRect);
cmd.EnableScissorRect(renderRect);
}
}
void DisableVrs()
{
cmd.BeginSample("DisableVrs");
cmd.IssuePluginEventAndData(RenderingPlugin.GetRenderEventAndDataFunc(), (int)RenderingPlugin.NativeRenderingEvent.DisableVRS, IntPtr.Zero);
cmd.EndSample("DisableVrs");
}
public void Dispose()
{
DisableVrs();
}
}
private static unsafe void ExecutePass(ScriptableRenderContext context, PassData data, ref RenderingData renderingData, bool yFlip)
{
var cmd = renderingData.commandBuffer;
@ -252,75 +341,9 @@ namespace UnityEngine.Rendering.Universal.Internal
{
var useDx12 = SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12;
var asset = UniversalRenderPipeline.asset;
void EnableVrs(CommandBuffer cmd, bool useDx12, in RenderingData renderingData, UniversalRenderPipelineAsset asset)
{
#if PLATFORM_IOS || UNITY_STANDALONE_OSX
DataPack* ptr = (DataPack*)vrsDataPackPtr.ToPointer();
ptr->width = renderingData.cameraData.cameraTargetDescriptor.width;
ptr->height = renderingData.cameraData.cameraTargetDescriptor.height;
ptr->cfgChange = true;
switch (asset.VRSRate)
{
case RenderingPlugin.VRSPluginShadingRate.X1_PER_PIXEL:
ptr->ratex = 1.0f;
ptr->ratey = 1.0f;
break;
case RenderingPlugin.VRSPluginShadingRate.X1_PER_2X1_PIXELS:
ptr->ratex = 0.5f;
ptr->ratey = 1.0f;
break;
case RenderingPlugin.VRSPluginShadingRate.X1_PER_1X2_PIXELS:
ptr->ratex = 0.5f;
ptr->ratey = 1.0f;
break;
case RenderingPlugin.VRSPluginShadingRate.X1_PER_2X2_PIXELS:
ptr->ratex = 0.5f;
ptr->ratey = 0.5f;
break;
case RenderingPlugin.VRSPluginShadingRate.X1_PER_4X2_PIXELS:
ptr->ratex = 0.25f;
ptr->ratey = 0.5f;
break;
case RenderingPlugin.VRSPluginShadingRate.X1_PER_2X4_PIXELS:
ptr->ratex = 0.5f;
ptr->ratey = 0.25f;
break;
case RenderingPlugin.VRSPluginShadingRate.X1_PER_4X4_PIXELS:
ptr->ratex = 0.25f;
ptr->ratey = 0.25f;
break;
default:
break;
}
cmd.BeginSample("EnableVrs");
cmd.IssuePluginEventAndData(RenderingPlugin.GetRenderEventAndDataFunc(), (int)RenderingPlugin.NativeRenderingEvent.EnableVRS, vrsDataPackPtr);
#else
cmd.BeginSample("EnableVrs");
*(int*)vrsEnumPtr.ToPointer() = (int)asset.VRSRate;
cmd.IssuePluginEventAndData(RenderingPlugin.GetRenderEventAndDataFunc(), (int)RenderingPlugin.NativeRenderingEvent.EnableVRS, vrsEnumPtr);
#endif
cmd.EndSample("EnableVrs");
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
if (useDx12)
{
// DX12 下会 context.DrawRenderers 重新设置 view port 和 scissor rect
Rect renderRect = new Rect(0, 0, renderingData.cameraData.cameraTargetDescriptor.width, renderingData.cameraData.cameraTargetDescriptor.height);
cmd.SetViewport(renderRect);
cmd.EnableScissorRect(renderRect);
}
}
void DisableVrs()
{
cmd.BeginSample("DisableVrs");
cmd.IssuePluginEventAndData(RenderingPlugin.GetRenderEventAndDataFunc(), (int)RenderingPlugin.NativeRenderingEvent.DisableVRS, IntPtr.Zero);
cmd.EndSample("DisableVrs");
}
if (data.m_IsOpaque)
{
if (useDx12)
{
RendererUtils.RendererListDesc rendererListDesc = new(data.m_ShaderTagIdList.ToArray(), renderingData.cullResults, camera);
@ -333,10 +356,9 @@ namespace UnityEngine.Rendering.Universal.Internal
cmd.DrawRendererList(context.CreateRendererList(rendererListDesc));
if (asset.VRSRate != RenderingPlugin.VRSPluginShadingRate.X1_PER_PIXEL)
{
EnableVrs(cmd, useDx12, renderingData, asset);
using var vrs = new VRSScop(cmd, context, useDx12, renderingData, asset);
rendererListDesc.layerMask = 1 << 31;
cmd.DrawRendererList(context.CreateRendererList(rendererListDesc));
DisableVrs();
}
cmd.DisableScissorRect();
@ -347,10 +369,9 @@ namespace UnityEngine.Rendering.Universal.Internal
if (asset.VRSRate != RenderingPlugin.VRSPluginShadingRate.X1_PER_PIXEL)
{
EnableVrs(cmd, useDx12, renderingData, asset);
using var vrs = new VRSScop(cmd, context, useDx12, renderingData, asset);
filterSettings.layerMask = 1 << 31;
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings, ref data.m_RenderStateBlock);
DisableVrs();
}
}
@ -359,8 +380,18 @@ namespace UnityEngine.Rendering.Universal.Internal
{
if (asset.VRSRate != RenderingPlugin.VRSPluginShadingRate.X1_PER_PIXEL)
{
EnableVrs(cmd, useDx12, renderingData, asset);
using var vrs = new VRSScop(cmd, context, useDx12, renderingData, asset);
RendererUtils.RendererListDesc rendererListDesc = new(data.m_ShaderTagIdList.ToArray(), renderingData.cullResults, camera);
rendererListDesc.sortingCriteria = sortFlags;
rendererListDesc.renderQueueRange = filterSettings.renderQueueRange;
rendererListDesc.layerMask = filterSettings.layerMask;
rendererListDesc.excludeObjectMotionVectors = false;
rendererListDesc.rendererConfiguration = drawSettings.perObjectData;
rendererListDesc.stateBlock = data.m_RenderStateBlock;
cmd.DrawRendererList(context.CreateRendererList(rendererListDesc));
}
else
{
RendererUtils.RendererListDesc rendererListDesc = new(data.m_ShaderTagIdList.ToArray(), renderingData.cullResults, camera);
rendererListDesc.sortingCriteria = sortFlags;
rendererListDesc.renderQueueRange = filterSettings.renderQueueRange;
@ -369,7 +400,6 @@ namespace UnityEngine.Rendering.Universal.Internal
rendererListDesc.rendererConfiguration = drawSettings.perObjectData;
rendererListDesc.stateBlock = data.m_RenderStateBlock;
cmd.DrawRendererList(context.CreateRendererList(rendererListDesc));
DisableVrs();
}
cmd.DisableScissorRect();