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5d3b01ec25
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eb31f54866
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@ -1,81 +0,0 @@
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Shader "Hidden/OIT/LLOITRender"
|
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{
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SubShader
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{
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Tags
|
||||
{
|
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"RenderPipeline" = "UniversalPipeline"
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}
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Pass
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{
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ZTest Always
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ZWrite Off
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Cull Back
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Blend Off
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HLSLPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma target 5.0
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#pragma enable_d3d11_debug_symbols
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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#include "LinkedListRendering.hlsl"
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert(uint vertexID: SV_VertexID)
|
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{
|
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v2f o;
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float2 uv = float2((vertexID << 1) & 2, vertexID & 2);
|
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float4 pos = float4(uv * 2.0 - 1.0, UNITY_NEAR_CLIP_VALUE, 1.0);
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#ifdef UNITY_PRETRANSFORM_TO_DISPLAY_ORIENTATION
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pos = ApplyPretransformRotation(pos);
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#endif
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#if UNITY_UV_STARTS_AT_TOP
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uv = float2((vertexID << 1) & 2, 1.0 - (vertexID & 2));
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#endif
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o.vertex = pos;
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o.uv = uv;
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return o;
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}
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sampler2D _CameraColorTex_LLOIT;
|
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void frag(v2f input, out half4 col : SV_Target, uint uSampleIndex: SV_SampleIndex)
|
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{
|
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float4 screenColor = tex2D(_CameraColorTex_LLOIT, input.uv);
|
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col = renderLinkedList(screenColor, input.vertex.xy, uSampleIndex);
|
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}
|
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|
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// gles、metal
|
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// void frag(v2f input, inout half4 col : SV_Target, uint uSampleIndex: SV_SampleIndex)
|
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// void frag(v2f input, inout half4 col : CoLoR, uint uSampleIndex: SV_SampleIndex)
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// {
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// col.b = 0;
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// // col = renderLinkedList(col, input.uv, uSampleIndex);
|
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// }
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|
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// RWTexture2D<float4> _CameraColorTex; // dx12 运行同时作为 rtv uav,但是 Unity 无法设置 uav
|
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// void frag(v2f input, out half4 col : SV_Target, uint uSampleIndex: SV_SampleIndex)
|
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// {
|
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// float4 screenColor = _CameraColorTex[uint2(input.uv * _ScreenParams.xy)]; // tex2D(_MainTex, input.uv);
|
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// col = renderLinkedList(screenColor, input.vertex.xy, uSampleIndex);
|
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// }
|
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|
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// vulkan、metal unity 无法同时读写(vk 扩展 VK_EXT_rasterization_order_attachment_access)
|
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// FRAMEBUFFER_INPUT_HALF(0);
|
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// void frag(v2f input, out half4 col : SV_Target, uint uSampleIndex: SV_SampleIndex)
|
||||
// {
|
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// col = LOAD_FRAMEBUFFER_INPUT(0, input.vertex.xy);
|
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// // col = renderLinkedList(col, input.uv, uSampleIndex);
|
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// }
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ENDHLSL
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}
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}
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}
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@ -1,9 +0,0 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,61 +0,0 @@
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Shader "OIT/LLOIT/LLOITSimpleTranspatent"
|
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{
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Properties
|
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{
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_Color("Color", Color) = (1,1,1,1)
|
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_MainTex("MainTex", 2D) = "white" {}
|
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}
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SubShader
|
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{
|
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
|
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|
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Pass
|
||||
{
|
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|
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ZTest LEqual
|
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ZWrite Off
|
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ColorMask 0
|
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Cull Off
|
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|
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CGPROGRAM
|
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#pragma vertex vert
|
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#pragma fragment frag
|
||||
#pragma target 4.5
|
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|
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#include "UnityCG.cginc"
|
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#include "LinkedListCreation.hlsl"
|
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|
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struct appdata
|
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{
|
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float4 vertex : POSITION;
|
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float2 uv : TEXCOORD0;
|
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};
|
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|
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struct v2f
|
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{
|
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float2 uv : TEXCOORD0;
|
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float4 vertex : SV_POSITION;
|
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};
|
||||
|
||||
sampler2D _MainTex;
|
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float4 _MainTex_ST;
|
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fixed4 _Color;
|
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v2f vert (appdata v)
|
||||
{
|
||||
v2f o;
|
||||
o.vertex = UnityObjectToClipPos(v.vertex);
|
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o.uv = TRANSFORM_TEX(v.uv, _MainTex);
|
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return o;
|
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}
|
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|
||||
[earlydepthstencil]
|
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fixed4 frag (v2f i, uint uSampleIdx : SV_SampleIndex) : SV_Target
|
||||
{
|
||||
float4 col = tex2D(_MainTex, i.uv) * _Color;
|
||||
createFragmentEntry(col, i.vertex.xyz, uSampleIdx);
|
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return col;
|
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}
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ENDCG
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}
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}
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}
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@ -1,9 +0,0 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,45 +0,0 @@
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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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@ -1,7 +0,0 @@
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fileFormatVersion: 2
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guid: 0f24a0f245b408840b0b6dec4618915e
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,167 +0,0 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,11 +0,0 @@
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MonoImporter:
|
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externalObjects: {}
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -1,87 +0,0 @@
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||||
#ifndef OIT_LINKED_LIST_INCLUDED
|
||||
#define OIT_LINKED_LIST_INCLUDED
|
||||
|
||||
#include "LinkedListStruct.hlsl"
|
||||
|
||||
StructuredBuffer<FragmentAndLinkBuffer_STRUCT> FLBuffer : register(t0);
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ByteAddressBuffer StartOffsetBuffer : register(t1);
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// Unity's HLSL seems not to support dynamic array size, so we can only set this before compilation
|
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#define MAX_SORTED_PIXELS 8
|
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//https://github.com/GameTechDev/AOIT-Update/blob/master/OIT_DX11/AOIT%20Technique/AOIT.hlsl
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// UnpackRGBA takes a uint value and converts it to a float4
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float4 UnpackRGBA(uint packedInput)
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{
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float4 unpackedOutput;
|
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uint4 p = uint4((packedInput & 0xFFUL),
|
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(packedInput >> 8UL) & 0xFFUL,
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(packedInput >> 16UL) & 0xFFUL,
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(packedInput >> 24UL));
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unpackedOutput = ((float4)p) / 255;
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return unpackedOutput;
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}
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float UnpackDepth(uint uDepthSampleIdx) {
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return (float)(uDepthSampleIdx >> 8UL) / (pow(2, 24) - 1);
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}
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uint UnpackSampleIdx(uint uDepthSampleIdx) {
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return uDepthSampleIdx & 0xFFUL;
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}
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float4 renderLinkedList(float4 col, float2 pos, uint uSampleIndex)
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{
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// Fetch offset of first fragment for current pixel
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uint uStartOffsetAddress = 4 * (_ScreenParams.x * (pos.y - 0.5) + (pos.x - 0.5));
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uint uOffset = StartOffsetBuffer.Load(uStartOffsetAddress);
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FragmentAndLinkBuffer_STRUCT SortedPixels[MAX_SORTED_PIXELS];
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// Parse linked list for all pixels at this position
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// and store them into temp array for later sorting
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int nNumPixels = 0;
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while (uOffset != 0)
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{
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// Retrieve pixel at current offset
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FragmentAndLinkBuffer_STRUCT Element = FLBuffer[uOffset];
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uint uSampleIdx = UnpackSampleIdx(Element.uDepthSampleIdx);
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if (uSampleIdx == uSampleIndex)
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{
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SortedPixels[nNumPixels] = Element;
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nNumPixels += 1;
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}
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uOffset = (nNumPixels >= MAX_SORTED_PIXELS) ? 0 : FLBuffer[uOffset].next;
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}
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// Sort pixels in depth
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for (int i = 0; i < nNumPixels - 1; i++)
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{
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for (int j = i + 1; j > 0; j--)
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{
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float depth = UnpackDepth(SortedPixels[j].uDepthSampleIdx);
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float previousElementDepth = UnpackDepth(SortedPixels[j - 1].uDepthSampleIdx);
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if (previousElementDepth < depth)
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{
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FragmentAndLinkBuffer_STRUCT temp = SortedPixels[j - 1];
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SortedPixels[j - 1] = SortedPixels[j];
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SortedPixels[j] = temp;
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}
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}
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}
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// Rendering pixels
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for (int k = 0; k < nNumPixels; k++)
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{
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// Retrieve next unblended furthermost pixel
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float4 vPixColor = UnpackRGBA(SortedPixels[k].pixelColor);
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// Manual blending between current fragment and previous one
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col.rgb = lerp(col.rgb, vPixColor.rgb, vPixColor.a);
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}
|
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return col;
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}
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#ifndef LINKED_LIST_STRUCT_INCLUDED
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#define LINKED_LIST_STRUCT_INCLUDED
|
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struct FragmentAndLinkBuffer_STRUCT
|
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{
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uint pixelColor;
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uint uDepthSampleIdx;
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uint next;
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// #pragma enable_d3d11_debug_symbols
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RWByteAddressBuffer StartOffsetBuffer;
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int screenWidth;
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|
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[numthreads(32, 32, 1)]
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void ClearStartOffsetBuffer (uint3 id: SV_DispatchThreadID)
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{
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using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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[DisallowMultipleRendererFeature("Moment Based Order-Independent Transparency")]
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public class MOITFeature : ScriptableRendererFeature
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{
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[Serializable]
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class Settings
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{
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}
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[SerializeField]
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Settings settings;
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MOITPass pass;
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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var cam = renderingData.cameraData;
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if (cam.cameraType != CameraType.Game && cam.cameraType != CameraType.SceneView)
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{
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return;
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}
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renderer.EnqueuePass(pass);
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}
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public override void Create()
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{
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pass = new(settings);
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}
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class MOITPass : ScriptableRenderPass
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{
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private Settings settings;
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public MOITPass(Settings settings)
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{
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this.settings = settings;
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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}
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}
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@ -1,5 +1,9 @@
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Shader "Hidden/OIT/WBOITBlend"
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Shader "Hidden/WBOIT/WBOITBlend"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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@ -18,7 +22,8 @@ Shader "Hidden/OIT/WBOITBlend"
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float4 vertex : SV_POSITION;
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};
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sampler2D _CameraColorTex;
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sampler2D _MainTex;
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float4 _MainTex_ST;
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sampler2D _AccumTex;
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sampler2D _RevealageTex;
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@ -42,7 +47,7 @@ Shader "Hidden/OIT/WBOITBlend"
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 background = tex2D(_CameraColorTex, i.uv);
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fixed4 background = tex2D(_MainTex, i.uv);
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float4 accum = tex2D(_AccumTex, i.uv);
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float r = tex2D(_RevealageTex, i.uv).r;
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@ -3,10 +3,8 @@ using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.Universal;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.RendererUtils;
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using UnityEngine.Rendering.Universal;
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[DisallowMultipleRendererFeature("Weighted Blended Order-Independent Transparency")]
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public class WBOITFeature : ScriptableRendererFeature
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{
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[Serializable]
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@ -66,12 +64,10 @@ public class WBOITFeature : ScriptableRendererFeature
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static readonly int accumTexID = Shader.PropertyToID("_AccumTex");
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static readonly int revealageTexID = Shader.PropertyToID("_RevealageTex");
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static readonly int cameraColorTexID = Shader.PropertyToID("_CameraColorTex");
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static readonly int mainTexID = Shader.PropertyToID("_MainTex");
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RTHandle[] oitRTs = new RTHandle[2];
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RenderTargetIdentifier[] oitRtIds = new RenderTargetIdentifier[2];
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private ShaderTagId shaderTagId = new ShaderTagId("WBOIT");
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RTHandle[] oitRTids = new RTHandle[2];
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private ShaderTagId shaderTagId = new ShaderTagId("DoOIT");
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public OITRenderPass(OITSettings settings)
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{
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@ -85,8 +81,8 @@ public class WBOITFeature : ScriptableRendererFeature
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public void Dispose()
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{
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oitRTs[0]?.Release();
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oitRTs[1]?.Release();
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oitRTids[0]?.Release();
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oitRTids[1]?.Release();
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commandBuffer.Release();
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GameObject.DestroyImmediate(blendMaterial);
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}
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@ -102,54 +98,40 @@ public class WBOITFeature : ScriptableRendererFeature
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var desc = renderingData.cameraData.cameraTargetDescriptor;
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desc.depthBufferBits = 0;
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desc.sRGB = false;
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RenderingUtils.ReAllocateIfNeeded(ref oitRTids[0], desc, filterMode: FilterMode.Bilinear);
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RenderingUtils.ReAllocateIfNeeded(ref destinationRT, desc, filterMode: FilterMode.Bilinear);
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desc.graphicsFormat = GraphicsFormat.R16G16B16A16_SFloat;
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RenderingUtils.ReAllocateIfNeeded(ref oitRTs[0], desc, filterMode: FilterMode.Bilinear, name: "_AccumTex");
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cmd.SetRenderTarget(oitRTs[0]);
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cmd.SetRenderTarget(oitRTids[0]);
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cmd.ClearRenderTarget(false, true, new Color(0.0f, 0.0f, 0.0f, 0.0f));
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desc.graphicsFormat = SystemInfo.IsFormatSupported(GraphicsFormat.R16_SFloat, FormatUsage.Render) ? GraphicsFormat.R16_SFloat : GraphicsFormat.R32_SFloat;
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RenderingUtils.ReAllocateIfNeeded(ref oitRTs[1], desc, filterMode: FilterMode.Bilinear, name: "_RevealageTex");
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RenderingUtils.ReAllocateIfNeeded(ref oitRTids[1], desc, filterMode: FilterMode.Bilinear);
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cmd.SetRenderTarget(oitRTs[1]);
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cmd.SetRenderTarget(oitRTids[1]);
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cmd.ClearRenderTarget(false, true, new Color(1.0f, 1.0f, 1.0f, 1.0f));
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oitRtIds[0] = oitRTs[0];
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oitRtIds[1] = oitRTs[1];
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RenderQueueRange renderQueueRange = (settings.FilterSettings.RenderQueueType == RenderQueueType.Transparent)
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? RenderQueueRange.transparent
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: RenderQueueRange.opaque;
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var filteringSettings = new FilteringSettings(renderQueueRange, settings.FilterSettings.LayerMask);
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var renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
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SortingCriteria sortingCriteria = (renderQueueRange == RenderQueueRange.transparent)
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SortingCriteria sortingCriteria = (filteringSettings.renderQueueRange == RenderQueueRange.transparent)
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? SortingCriteria.CommonTransparent
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: renderingData.cameraData.defaultOpaqueSortFlags;
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DrawingSettings drawSettings = CreateDrawingSettings(shaderTagId, ref renderingData, sortingCriteria);
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#region Draw Weighted Blended Order-Independent Transparency
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cmd.SetRenderTarget(oitRtIds, rdr.cameraDepthTargetHandle);
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RendererList rendererList = context.CreateRendererList(new RendererListDesc(shaderTagId, renderingData.cullResults, renderingData.cameraData.camera)
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{
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renderQueueRange = renderQueueRange,
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sortingCriteria = sortingCriteria,
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rendererConfiguration = renderingData.perObjectData,
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layerMask = settings.FilterSettings.LayerMask,
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stateBlock = renderStateBlock,
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});
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cmd.DrawRendererList(rendererList);
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context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filteringSettings, ref renderStateBlock);
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#endregion
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#region Blend
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cmd.BeginSample("Blend");
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cmd.SetGlobalTexture(accumTexID, oitRTs[0]);
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cmd.SetGlobalTexture(revealageTexID, oitRTs[1]);
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cmd.SetGlobalTexture(cameraColorTexID, rdr.cameraColorTargetHandle);
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cmd.SetGlobalTexture(accumTexID, oitRTids[0]);
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cmd.SetGlobalTexture(revealageTexID, oitRTids[1]);
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cmd.SetGlobalTexture(mainTexID, rdr.cameraColorTargetHandle);
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cmd.SetRenderTarget(destinationRT, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare);
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cmd.SetRenderTarget(destinationRT, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
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cmd.DrawProcedural(Matrix4x4.identity, blendMaterial, 0, MeshTopology.Triangles, 3);
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if (SystemInfo.copyTextureSupport != CopyTextureSupport.None)
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@ -160,7 +142,6 @@ public class WBOITFeature : ScriptableRendererFeature
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{
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Blit(cmd, destinationRT, rdr.cameraColorTargetHandle);
|
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}
|
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cmd.EndSample("Blend");
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#endregion
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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@ -1,19 +1,16 @@
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Shader "OIT/WBOIT/WBOITSimpleTranspatent"
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Shader "WBOIT/WBOITSimpleTranspatent"
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{
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Properties
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{
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Properties {
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_Color ("Color Tint", Color) = (1, 1, 1, 1)
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_MainTex ("Main Tex", 2D) = "white" {}
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_Alpha("Alpha", Range(0.0, 1.0)) = 0.5
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}
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SubShader
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{
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SubShader {
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Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
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Pass {
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Tags { "LightMode" = "WBOIT" }
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Tags { "LightMode" = "DoOIT" }
|
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ZWrite Off
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Blend 0 One One
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@ -1,35 +0,0 @@
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MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
@ -1,5 +1,5 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
%TAG !u! tag:yousandi.cn,2023:
|
||||
--- !u!114 &-4945649147701093469
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -121,7 +121,7 @@ MonoBehaviour:
|
||||
- {fileID: -2390300670611609275}
|
||||
- {fileID: -4945649147701093469}
|
||||
m_RendererFeatureMap: bc3f630842f2e70dd6a559c442a94bfd4529d15534f2d3dea31b90a74d865dbb
|
||||
m_UseNativeRenderPass: 1
|
||||
m_UseNativeRenderPass: 0
|
||||
postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
|
||||
shaders:
|
||||
blitPS: {fileID: 4800000, guid: c17132b1f77d20942aa75f8429c0f8bc, type: 3}
|
||||
|
||||
@ -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();
|
||||
|
||||
@ -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;
|
||||
|
||||
@ -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;
|
||||
|
||||
|
||||
@ -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;
|
||||
}
|
||||
|
||||
@ -240,7 +240,7 @@ namespace UnityEngine.Experimental.Rendering.Universal
|
||||
renderer.EnqueuePass(renderObjectsPass);
|
||||
}
|
||||
|
||||
public override bool SupportsNativeRenderPass()
|
||||
internal override bool SupportsNativeRenderPass()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -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;
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user