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65 changed files with 114 additions and 6223 deletions

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Shader "Hidden/OIT/LLOITRender"
{
SubShader
{
Tags
{
"RenderPipeline" = "UniversalPipeline"
}
Pass
{
ZTest Always
ZWrite Off
Cull Back
Blend Off
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 5.0
#pragma enable_d3d11_debug_symbols
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#include "LinkedListRendering.hlsl"
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
v2f vert(uint vertexID: SV_VertexID)
{
v2f o;
float2 uv = float2((vertexID << 1) & 2, vertexID & 2);
float4 pos = float4(uv * 2.0 - 1.0, UNITY_NEAR_CLIP_VALUE, 1.0);
#ifdef UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION
pos = ApplyPretransformRotation(pos);
#endif
#if UNITY_UV_STARTS_AT_TOP
uv = float2((vertexID << 1) & 2, 1.0 - (vertexID & 2));
#endif
o.vertex = pos;
o.uv = uv;
return o;
}
sampler2D _CameraColorTex_LLOIT;
void frag(v2f input, out half4 col : SV_Target, uint uSampleIndex: SV_SampleIndex)
{
float4 screenColor = tex2D(_CameraColorTex_LLOIT, input.uv);
col = renderLinkedList(screenColor, input.vertex.xy, uSampleIndex);
}
// gles、metal
// void frag(v2f input, inout half4 col : SV_Target, uint uSampleIndex: SV_SampleIndex)
// void frag(v2f input, inout half4 col : CoLoR, uint uSampleIndex: SV_SampleIndex)
// {
// col.b = 0;
// // col = renderLinkedList(col, input.uv, uSampleIndex);
// }
// RWTexture2D<float4> _CameraColorTex; // dx12 运行同时作为 rtv uav,但是 Unity 无法设置 uav
// void frag(v2f input, out half4 col : SV_Target, uint uSampleIndex: SV_SampleIndex)
// {
// float4 screenColor = _CameraColorTex[uint2(input.uv * _ScreenParams.xy)]; // tex2D(_MainTex, input.uv);
// col = renderLinkedList(screenColor, input.vertex.xy, uSampleIndex);
// }
// vulkan、metal unity 无法同时读写(vk 扩展 VK_EXT_rasterization_order_attachment_access)
// FRAMEBUFFER_INPUT_HALF(0);
// void frag(v2f input, out half4 col : SV_Target, uint uSampleIndex: SV_SampleIndex)
// {
// col = LOAD_FRAMEBUFFER_INPUT(0, input.vertex.xy);
// // col = renderLinkedList(col, input.uv, uSampleIndex);
// }
ENDHLSL
}
}
}

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Shader "OIT/LLOIT/LLOITSimpleTranspatent"
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Properties
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_Color("Color", Color) = (1,1,1,1)
_MainTex("MainTex", 2D) = "white" {}
}
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CGPROGRAM
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#pragma fragment frag
#pragma target 4.5
#include "UnityCG.cginc"
#include "LinkedListCreation.hlsl"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _Color;
v2f vert (appdata v)
{
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.uv, _MainTex);
return o;
}
[earlydepthstencil]
fixed4 frag (v2f i, uint uSampleIdx : SV_SampleIndex) : SV_Target
{
float4 col = tex2D(_MainTex, i.uv) * _Color;
createFragmentEntry(col, i.vertex.xyz, uSampleIdx);
return col;
}
ENDCG
}
}
}

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#ifndef OIT_LINKED_LIST_INCLUDED
#define OIT_LINKED_LIST_INCLUDED
#include "LinkedListStruct.hlsl"
RWStructuredBuffer<FragmentAndLinkBuffer_STRUCT> FLBuffer : register(u1);
RWByteAddressBuffer StartOffsetBuffer : register(u2);
// PackRGBA takes a float4 value and packs it into a UINT (8 bits / float)
uint PackRGBA(float4 unpackedInput)
{
uint4 u = (uint4)(saturate(unpackedInput) * 255 + 0.5);
uint packedOutput = (u.w << 24UL) | (u.z << 16UL) | (u.y << 8UL) | u.x;
return packedOutput;
}
uint PackDepthSampleIdx(float depth, uint uSampleIdx) {
uint d = (uint)(saturate(depth) * (pow(2, 24) - 1));
return d << 8UL | uSampleIdx;
}
// Z buffer to linear 0..1 depth
inline float OitLinear01Depth( float z )
{
return 1.0 / (_ZBufferParams.x * z + _ZBufferParams.y);
}
void createFragmentEntry(float4 col, float3 pos, uint uSampleIdx) {
//Retrieve current Pixel count and increase counter
uint uPixelCount = FLBuffer.IncrementCounter();
//calculate bufferAddress
uint uStartOffsetAddress = 4 * (_ScreenParams.x * (pos.y - 0.5) + (pos.x - 0.5));
uint uOldStartOffset;
StartOffsetBuffer.InterlockedExchange(uStartOffsetAddress, uPixelCount, uOldStartOffset);
//add new Fragment Entry in FragmentAndLinkBuffer
FragmentAndLinkBuffer_STRUCT Element;
Element.pixelColor = PackRGBA(col);
Element.uDepthSampleIdx = PackDepthSampleIdx(OitLinear01Depth(pos.z), uSampleIdx);
Element.next = uOldStartOffset;
FLBuffer[uPixelCount] = Element;
}
#endif // OIT_LINKED_LIST_INCLUDED

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
[DisallowMultipleRendererFeature("Per-pixel Linked List Order-Independent Transparency")]
public class LinkedListOITFeature : ScriptableRendererFeature
{
[Serializable]
class Settings
{
public RenderPassEvent RenderPassEvent = RenderPassEvent.AfterRenderingOpaques;
public ComputeShader ComputeShader;
public Shader Shader;
}
[SerializeField]
Settings settings;
LLOITPass pass;
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
var cam = renderingData.cameraData;
if (cam.cameraType != CameraType.Game && cam.cameraType != CameraType.SceneView)
{
return;
}
renderer.EnqueuePass(pass);
}
public override void Create()
{
pass = new(settings);
}
//public override bool SupportsNativeRenderPass()
//{
// return true;
//}
protected override void Dispose(bool disposing)
{
base.Dispose(disposing);
pass.Dispose();
}
class LLOITPass : ScriptableRenderPass, IDisposable
{
private readonly ProfilingSampler profiler;
private readonly CommandBuffer commandBuffer;
private readonly Material linkedListMaterial;
private readonly Settings settings;
private static readonly int fragmentLinkBufferID = Shader.PropertyToID("FLBuffer");
private static readonly int startOffsetBufferID = Shader.PropertyToID("StartOffsetBuffer");
private static readonly int cameraColorTexID = Shader.PropertyToID("_CameraColorTex_LLOIT");
private const int MAX_SORTED_PIXELS = 8;
private int screenWidth, screenHeight;
private ComputeBuffer fragmentLinkBuffer;
private ComputeBuffer startOffsetBuffer;
private bool bufferValid = false;
public LLOITPass(Settings settings)
{
this.settings = settings;
profiler = new(nameof(LLOITPass));
commandBuffer = new CommandBuffer();
commandBuffer.name = profiler.name;
renderPassEvent = settings.RenderPassEvent;
linkedListMaterial = new Material(settings.Shader);
RenderPipelineManager.beginContextRendering += PreRender;
}
private void PreRender(ScriptableRenderContext context, List<Camera> list)
{
if (!bufferValid)
{
return;
}
var cmd = commandBuffer;
cmd.BeginSample("Clear OIT RandomWriteTarget");
settings.ComputeShader.GetKernelThreadGroupSizes(0, out var x, out var y, out var z);
int dispatchGroupSizeX = Mathf.CeilToInt(screenWidth / (float)x);
int dispatchGroupSizeY = Mathf.CeilToInt(screenHeight / (float)y);
cmd.SetComputeIntParam(settings.ComputeShader, "screenWidth", screenWidth);
cmd.SetComputeBufferParam(settings.ComputeShader, 0, startOffsetBufferID, startOffsetBuffer);
cmd.DispatchCompute(settings.ComputeShader, 0, dispatchGroupSizeX, dispatchGroupSizeY, 1);
cmd.SetRandomWriteTarget(1, fragmentLinkBuffer);
cmd.SetRandomWriteTarget(2, startOffsetBuffer);
cmd.EndSample("Clear OIT RandomWriteTarget");
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
}
RTHandle destinationRT;
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var cmd = commandBuffer;
{
using var scp = new ProfilingScope(cmd, profiler);
ref var cameraData = ref renderingData.cameraData;
var rdr = cameraData.renderer;
if (cameraData.camera.pixelWidth != screenWidth || screenHeight != cameraData.camera.pixelHeight)
{
screenWidth = cameraData.camera.pixelWidth;
screenHeight = cameraData.camera.pixelHeight;
fragmentLinkBuffer?.Dispose();
startOffsetBuffer?.Dispose();
int bufferSize = screenWidth * screenHeight * MAX_SORTED_PIXELS;
int bufferStride = sizeof(uint) * 3;
//this is the per pixel linked list on the gpu
fragmentLinkBuffer = new ComputeBuffer(bufferSize, bufferStride, ComputeBufferType.Counter);
int bufferSizeHead = screenWidth * screenHeight;
int bufferStrideHead = sizeof(uint);
//create buffer for addresses, this is the head of the linked list
startOffsetBuffer = new ComputeBuffer(bufferSizeHead, bufferStrideHead, ComputeBufferType.Raw);
linkedListMaterial.SetBuffer(fragmentLinkBufferID, fragmentLinkBuffer);
linkedListMaterial.SetBuffer(startOffsetBufferID, startOffsetBuffer);
bufferValid = true;
}
var desc = renderingData.cameraData.cameraTargetDescriptor;
desc.depthBufferBits = 0;
desc.sRGB = false;
//desc.memoryless = RenderTextureMemoryless.Color;
if(RenderingUtils.ReAllocateIfNeeded(ref destinationRT, desc, filterMode: FilterMode.Bilinear, name: "_CameraColorTex_LLOIT"))
{
cmd.SetGlobalTexture(cameraColorTexID, destinationRT);
}
cmd.ClearRandomWriteTargets();
if (SystemInfo.copyTextureSupport != CopyTextureSupport.None)
{
cmd.CopyTexture(rdr.cameraColorTargetHandle, destinationRT);
}
else
{
Blit(cmd, rdr.cameraColorTargetHandle, destinationRT);
}
cmd.SetRenderTarget(rdr.cameraColorTargetHandle, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
cmd.DrawProcedural(Matrix4x4.identity, linkedListMaterial, 0, MeshTopology.Triangles, 3);
}
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
}
public void Dispose()
{
fragmentLinkBuffer?.Dispose();
startOffsetBuffer?.Dispose();
GameObject.DestroyImmediate(linkedListMaterial);
RenderPipelineManager.beginContextRendering -= PreRender;
}
}
}

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#ifndef OIT_LINKED_LIST_INCLUDED
#define OIT_LINKED_LIST_INCLUDED
#include "LinkedListStruct.hlsl"
StructuredBuffer<FragmentAndLinkBuffer_STRUCT> FLBuffer : register(t0);
ByteAddressBuffer StartOffsetBuffer : register(t1);
// Unity's HLSL seems not to support dynamic array size, so we can only set this before compilation
#define MAX_SORTED_PIXELS 8
//https://github.com/GameTechDev/AOIT-Update/blob/master/OIT_DX11/AOIT%20Technique/AOIT.hlsl
// UnpackRGBA takes a uint value and converts it to a float4
float4 UnpackRGBA(uint packedInput)
{
float4 unpackedOutput;
uint4 p = uint4((packedInput & 0xFFUL),
(packedInput >> 8UL) & 0xFFUL,
(packedInput >> 16UL) & 0xFFUL,
(packedInput >> 24UL));
unpackedOutput = ((float4)p) / 255;
return unpackedOutput;
}
float UnpackDepth(uint uDepthSampleIdx) {
return (float)(uDepthSampleIdx >> 8UL) / (pow(2, 24) - 1);
}
uint UnpackSampleIdx(uint uDepthSampleIdx) {
return uDepthSampleIdx & 0xFFUL;
}
float4 renderLinkedList(float4 col, float2 pos, uint uSampleIndex)
{
// Fetch offset of first fragment for current pixel
uint uStartOffsetAddress = 4 * (_ScreenParams.x * (pos.y - 0.5) + (pos.x - 0.5));
uint uOffset = StartOffsetBuffer.Load(uStartOffsetAddress);
FragmentAndLinkBuffer_STRUCT SortedPixels[MAX_SORTED_PIXELS];
// Parse linked list for all pixels at this position
// and store them into temp array for later sorting
int nNumPixels = 0;
while (uOffset != 0)
{
// Retrieve pixel at current offset
FragmentAndLinkBuffer_STRUCT Element = FLBuffer[uOffset];
uint uSampleIdx = UnpackSampleIdx(Element.uDepthSampleIdx);
if (uSampleIdx == uSampleIndex)
{
SortedPixels[nNumPixels] = Element;
nNumPixels += 1;
}
uOffset = (nNumPixels >= MAX_SORTED_PIXELS) ? 0 : FLBuffer[uOffset].next;
}
// Sort pixels in depth
for (int i = 0; i < nNumPixels - 1; i++)
{
for (int j = i + 1; j > 0; j--)
{
float depth = UnpackDepth(SortedPixels[j].uDepthSampleIdx);
float previousElementDepth = UnpackDepth(SortedPixels[j - 1].uDepthSampleIdx);
if (previousElementDepth < depth)
{
FragmentAndLinkBuffer_STRUCT temp = SortedPixels[j - 1];
SortedPixels[j - 1] = SortedPixels[j];
SortedPixels[j] = temp;
}
}
}
// Rendering pixels
for (int k = 0; k < nNumPixels; k++)
{
// Retrieve next unblended furthermost pixel
float4 vPixColor = UnpackRGBA(SortedPixels[k].pixelColor);
// Manual blending between current fragment and previous one
col.rgb = lerp(col.rgb, vPixColor.rgb, vPixColor.a);
}
return col;
}
#endif // OIT_LINKED_LIST_INCLUDED

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#ifndef LINKED_LIST_STRUCT_INCLUDED
#define LINKED_LIST_STRUCT_INCLUDED
struct FragmentAndLinkBuffer_STRUCT
{
uint pixelColor;
uint uDepthSampleIdx;
uint next;
};
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#pragma kernel ClearStartOffsetBuffer
// #pragma enable_d3d11_debug_symbols
RWByteAddressBuffer StartOffsetBuffer;
int screenWidth;
[numthreads(32, 32, 1)]
void ClearStartOffsetBuffer (uint3 id: SV_DispatchThreadID)
{
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using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
[DisallowMultipleRendererFeature("Moment Based Order-Independent Transparency")]
public class MOITFeature : ScriptableRendererFeature
{
[Serializable]
class Settings
{
}
[SerializeField]
Settings settings;
MOITPass pass;
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
var cam = renderingData.cameraData;
if (cam.cameraType != CameraType.Game && cam.cameraType != CameraType.SceneView)
{
return;
}
renderer.EnqueuePass(pass);
}
public override void Create()
{
pass = new(settings);
}
class MOITPass : ScriptableRenderPass
{
private Settings settings;
public MOITPass(Settings settings)
{
this.settings = settings;
}
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- unity_ShadowMasks:
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m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
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- _Cull: 2
- _Cutoff: 0.5
- _DetailAlbedoMapScale: 1
- _DetailNormalMapScale: 1
- _DstBlend: 10
- _DstBlendAlpha: 10
- _EnvironmentReflections: 1
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@ -1,8 +0,0 @@
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@ -1,5 +1,9 @@
Shader "Hidden/OIT/WBOITBlend"
Shader "Hidden/WBOIT/WBOITBlend"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
@ -18,7 +22,8 @@ Shader "Hidden/OIT/WBOITBlend"
float4 vertex : SV_POSITION;
};
sampler2D _CameraColorTex;
sampler2D _MainTex;
float4 _MainTex_ST;
sampler2D _AccumTex;
sampler2D _RevealageTex;
@ -42,7 +47,7 @@ Shader "Hidden/OIT/WBOITBlend"
fixed4 frag (v2f i) : SV_Target
{
fixed4 background = tex2D(_CameraColorTex, i.uv);
fixed4 background = tex2D(_MainTex, i.uv);
float4 accum = tex2D(_AccumTex, i.uv);
float r = tex2D(_RevealageTex, i.uv).r;

View File

@ -3,10 +3,8 @@ using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.Universal;
using UnityEngine.Rendering;
using UnityEngine.Rendering.RendererUtils;
using UnityEngine.Rendering.Universal;
[DisallowMultipleRendererFeature("Weighted Blended Order-Independent Transparency")]
public class WBOITFeature : ScriptableRendererFeature
{
[Serializable]
@ -66,12 +64,10 @@ public class WBOITFeature : ScriptableRendererFeature
static readonly int accumTexID = Shader.PropertyToID("_AccumTex");
static readonly int revealageTexID = Shader.PropertyToID("_RevealageTex");
static readonly int cameraColorTexID = Shader.PropertyToID("_CameraColorTex");
static readonly int mainTexID = Shader.PropertyToID("_MainTex");
RTHandle[] oitRTs = new RTHandle[2];
RenderTargetIdentifier[] oitRtIds = new RenderTargetIdentifier[2];
private ShaderTagId shaderTagId = new ShaderTagId("WBOIT");
RTHandle[] oitRTids = new RTHandle[2];
private ShaderTagId shaderTagId = new ShaderTagId("DoOIT");
public OITRenderPass(OITSettings settings)
{
@ -85,8 +81,8 @@ public class WBOITFeature : ScriptableRendererFeature
public void Dispose()
{
oitRTs[0]?.Release();
oitRTs[1]?.Release();
oitRTids[0]?.Release();
oitRTids[1]?.Release();
commandBuffer.Release();
GameObject.DestroyImmediate(blendMaterial);
}
@ -102,54 +98,40 @@ 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);
desc.graphicsFormat = GraphicsFormat.R16G16B16A16_SFloat;
RenderingUtils.ReAllocateIfNeeded(ref oitRTs[0], desc, filterMode: FilterMode.Bilinear, name: "_AccumTex");
cmd.SetRenderTarget(oitRTs[0]);
cmd.SetRenderTarget(oitRTids[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 oitRTs[1], desc, filterMode: FilterMode.Bilinear, name: "_RevealageTex");
RenderingUtils.ReAllocateIfNeeded(ref oitRTids[1], desc, filterMode: FilterMode.Bilinear);
cmd.SetRenderTarget(oitRTs[1]);
cmd.SetRenderTarget(oitRTids[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 = (renderQueueRange == RenderQueueRange.transparent)
SortingCriteria sortingCriteria = (filteringSettings.renderQueueRange == RenderQueueRange.transparent)
? SortingCriteria.CommonTransparent
: renderingData.cameraData.defaultOpaqueSortFlags;
DrawingSettings drawSettings = CreateDrawingSettings(shaderTagId, ref renderingData, sortingCriteria);
#region Draw Weighted Blended Order-Independent Transparency
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);
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filteringSettings, ref renderStateBlock);
#endregion
#region Blend
cmd.BeginSample("Blend");
cmd.SetGlobalTexture(accumTexID, oitRTs[0]);
cmd.SetGlobalTexture(revealageTexID, oitRTs[1]);
cmd.SetGlobalTexture(cameraColorTexID, rdr.cameraColorTargetHandle);
cmd.SetGlobalTexture(accumTexID, oitRTids[0]);
cmd.SetGlobalTexture(revealageTexID, oitRTids[1]);
cmd.SetGlobalTexture(mainTexID, rdr.cameraColorTargetHandle);
cmd.SetRenderTarget(destinationRT, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
cmd.SetRenderTarget(destinationRT, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
cmd.DrawProcedural(Matrix4x4.identity, blendMaterial, 0, MeshTopology.Triangles, 3);
if (SystemInfo.copyTextureSupport != CopyTextureSupport.None)
@ -160,7 +142,6 @@ public class WBOITFeature : ScriptableRendererFeature
{
Blit(cmd, destinationRT, rdr.cameraColorTargetHandle);
}
cmd.EndSample("Blend");
#endregion
context.ExecuteCommandBuffer(cmd);
cmd.Clear();

View File

@ -1,19 +1,16 @@
Shader "OIT/WBOIT/WBOITSimpleTranspatent"
{
Properties
Shader "WBOIT/WBOITSimpleTranspatent"
{
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" = "WBOIT" }
Tags { "LightMode" = "DoOIT" }
ZWrite Off
Blend 0 One One

View File

@ -1,35 +0,0 @@
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@ -1,8 +0,0 @@
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@ -31,5 +31,5 @@ Material:
m_Floats:
- _Alpha: 0.5
m_Colors:
- _Color: {r: 1, g: 0, b: 0, a: 0.5019608}
- _Color: {r: 1, g: 1, b: 1, a: 1}
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@ -14,23 +14,6 @@ MonoBehaviour:
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m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 2f83dd6eb48aa6848950f8a0f61a70de, type: 3}
m_Name: LinkedListOITFeature
m_EditorClassIdentifier:
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ComputeShader: {fileID: 7200000, guid: eb30737736968d64e99cd6b7e2cc9efb, type: 3}
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@ -374,9 +357,7 @@ MonoBehaviour:
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@ -414,27 +395,6 @@ MonoBehaviour:
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@ -644,20 +604,6 @@ MonoBehaviour:
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View File

@ -5,7 +5,6 @@ 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
{
@ -184,94 +183,6 @@ 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;
@ -341,9 +252,75 @@ 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);
@ -356,9 +333,10 @@ namespace UnityEngine.Rendering.Universal.Internal
cmd.DrawRendererList(context.CreateRendererList(rendererListDesc));
if (asset.VRSRate != RenderingPlugin.VRSPluginShadingRate.X1_PER_PIXEL)
{
using var vrs = new VRSScop(cmd, context, useDx12, renderingData, asset);
EnableVrs(cmd, useDx12, renderingData, asset);
rendererListDesc.layerMask = 1 << 31;
cmd.DrawRendererList(context.CreateRendererList(rendererListDesc));
DisableVrs();
}
cmd.DisableScissorRect();
@ -369,9 +347,10 @@ namespace UnityEngine.Rendering.Universal.Internal
if (asset.VRSRate != RenderingPlugin.VRSPluginShadingRate.X1_PER_PIXEL)
{
using var vrs = new VRSScop(cmd, context, useDx12, renderingData, asset);
EnableVrs(cmd, useDx12, renderingData, asset);
filterSettings.layerMask = 1 << 31;
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings, ref data.m_RenderStateBlock);
DisableVrs();
}
}
@ -380,18 +359,8 @@ namespace UnityEngine.Rendering.Universal.Internal
{
if (asset.VRSRate != RenderingPlugin.VRSPluginShadingRate.X1_PER_PIXEL)
{
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
{
EnableVrs(cmd, useDx12, renderingData, asset);
RendererUtils.RendererListDesc rendererListDesc = new(data.m_ShaderTagIdList.ToArray(), renderingData.cullResults, camera);
rendererListDesc.sortingCriteria = sortFlags;
rendererListDesc.renderQueueRange = filterSettings.renderQueueRange;
@ -400,6 +369,7 @@ namespace UnityEngine.Rendering.Universal.Internal
rendererListDesc.rendererConfiguration = drawSettings.perObjectData;
rendererListDesc.stateBlock = data.m_RenderStateBlock;
cmd.DrawRendererList(context.CreateRendererList(rendererListDesc));
DisableVrs();
}
cmd.DisableScissorRect();

View File

@ -413,7 +413,7 @@ namespace UnityEngine.Rendering.Universal
m_OverriddenDepthStoreAction = true;
}
public void ConfigureInputAttachments(RTHandle input, bool isTransient = false)
internal void ConfigureInputAttachments(RTHandle input, bool isTransient = false)
{
m_InputAttachments[0] = input;
m_InputAttachmentIsTransient[0] = isTransient;

View File

@ -96,7 +96,7 @@ namespace UnityEngine.Rendering.Universal.Internal
desc.depthBufferBits = 0;
m_Desc = desc;
m_FilterMode = filterMode;
m_Desc.enableRandomWrite = true;
m_A.msaa = m_Desc.msaaSamples;
m_B.msaa = m_Desc.msaaSamples;

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@ -526,7 +526,7 @@ namespace UnityEngine.Rendering.Universal
}
}
public override bool SupportsNativeRenderPass()
internal override bool SupportsNativeRenderPass()
{
return m_Technique == DecalTechnique.GBuffer || m_Technique == DecalTechnique.ScreenSpace;
}

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@ -240,7 +240,7 @@ namespace UnityEngine.Experimental.Rendering.Universal
renderer.EnqueuePass(renderObjectsPass);
}
public override bool SupportsNativeRenderPass()
internal override bool SupportsNativeRenderPass()
{
return true;
}

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@ -56,7 +56,7 @@ namespace UnityEngine.Rendering.Universal
/// <summary>
/// Override this method and return true if the feature should use the Native RenderPass API
/// </summary>
public virtual bool SupportsNativeRenderPass()
internal virtual bool SupportsNativeRenderPass()
{
return false;
}