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5d3b01ec25
| Author | SHA1 | Date | |
|---|---|---|---|
| 5d3b01ec25 | |||
| 80349e71d0 |
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8
Assets/Scripts/Features/OIT/LLOIT.meta
Normal file
8
Assets/Scripts/Features/OIT/LLOIT.meta
Normal file
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81
Assets/Scripts/Features/OIT/LLOIT/LLOITRender.shader
Normal file
81
Assets/Scripts/Features/OIT/LLOIT/LLOITRender.shader
Normal file
@ -0,0 +1,81 @@
|
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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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|
{
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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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|
|
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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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|
|
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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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|
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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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|
|
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|
v2f vert(uint vertexID: SV_VertexID)
|
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|
{
|
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|
v2f o;
|
||||||
|
float2 uv = float2((vertexID << 1) & 2, vertexID & 2);
|
||||||
|
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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|
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|
uv = float2((vertexID << 1) & 2, 1.0 - (vertexID & 2));
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|
#endif
|
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|
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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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|
|
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|
sampler2D _CameraColorTex_LLOIT;
|
||||||
|
void frag(v2f input, out half4 col : SV_Target, uint uSampleIndex: SV_SampleIndex)
|
||||||
|
{
|
||||||
|
float4 screenColor = tex2D(_CameraColorTex_LLOIT, input.uv);
|
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|
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);
|
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|
// }
|
||||||
|
|
||||||
|
// 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);
|
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|
// // col = renderLinkedList(col, input.uv, uSampleIndex);
|
||||||
|
// }
|
||||||
|
ENDHLSL
|
||||||
|
}
|
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|
}
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|
}
|
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@ -0,0 +1,9 @@
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|
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|
assetBundleName:
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|
assetBundleVariant:
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@ -0,0 +1,61 @@
|
|||||||
|
Shader "OIT/LLOIT/LLOITSimpleTranspatent"
|
||||||
|
{
|
||||||
|
Properties
|
||||||
|
{
|
||||||
|
_Color("Color", Color) = (1,1,1,1)
|
||||||
|
_MainTex("MainTex", 2D) = "white" {}
|
||||||
|
}
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
|
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
|
||||||
|
|
||||||
|
Pass
|
||||||
|
{
|
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|
|
||||||
|
ZTest LEqual
|
||||||
|
ZWrite Off
|
||||||
|
ColorMask 0
|
||||||
|
Cull Off
|
||||||
|
|
||||||
|
CGPROGRAM
|
||||||
|
#pragma vertex vert
|
||||||
|
#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
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,9 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 8e32954102c0fc647a751090ef5e40be
|
||||||
|
ShaderImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
defaultTextures: []
|
||||||
|
nonModifiableTextures: []
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
45
Assets/Scripts/Features/OIT/LLOIT/LinkedListCreation.hlsl
Normal file
45
Assets/Scripts/Features/OIT/LLOIT/LinkedListCreation.hlsl
Normal file
@ -0,0 +1,45 @@
|
|||||||
|
#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
|
||||||
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0f24a0f245b408840b0b6dec4618915e
|
||||||
|
ShaderIncludeImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
167
Assets/Scripts/Features/OIT/LLOIT/LinkedListOITFeature.cs
Normal file
167
Assets/Scripts/Features/OIT/LLOIT/LinkedListOITFeature.cs
Normal file
@ -0,0 +1,167 @@
|
|||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 2f83dd6eb48aa6848950f8a0f61a70de
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
87
Assets/Scripts/Features/OIT/LLOIT/LinkedListRendering.hlsl
Normal file
87
Assets/Scripts/Features/OIT/LLOIT/LinkedListRendering.hlsl
Normal file
@ -0,0 +1,87 @@
|
|||||||
|
#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
|
||||||
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f4e283790d6119d429847ad1e84ea8e1
|
||||||
|
ShaderIncludeImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
11
Assets/Scripts/Features/OIT/LLOIT/LinkedListStruct.hlsl
Normal file
11
Assets/Scripts/Features/OIT/LLOIT/LinkedListStruct.hlsl
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
#ifndef LINKED_LIST_STRUCT_INCLUDED
|
||||||
|
#define LINKED_LIST_STRUCT_INCLUDED
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|
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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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11
Assets/Scripts/Features/OIT/LLOIT/OitComputeUtils.compute
Normal file
11
Assets/Scripts/Features/OIT/LLOIT/OitComputeUtils.compute
Normal file
@ -0,0 +1,11 @@
|
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|
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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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[numthreads(32, 32, 1)]
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void ClearStartOffsetBuffer (uint3 id: SV_DispatchThreadID)
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{
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|
StartOffsetBuffer.Store(4 * (screenWidth * id.y + id.x), 0);
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48
Assets/Scripts/Features/OIT/MOIT/MOITFeature.cs
Normal file
48
Assets/Scripts/Features/OIT/MOIT/MOITFeature.cs
Normal file
@ -0,0 +1,48 @@
|
|||||||
|
using System;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.Rendering;
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||||||
|
using UnityEngine.Rendering.Universal;
|
||||||
|
|
||||||
|
[DisallowMultipleRendererFeature("Moment Based Order-Independent Transparency")]
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||||||
|
public class MOITFeature : ScriptableRendererFeature
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||||||
|
{
|
||||||
|
[Serializable]
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||||||
|
class Settings
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||||||
|
{
|
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|
}
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|
|
||||||
|
[SerializeField]
|
||||||
|
Settings settings;
|
||||||
|
|
||||||
|
MOITPass pass;
|
||||||
|
|
||||||
|
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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|
|
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|
renderer.EnqueuePass(pass);
|
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|
}
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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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|
|
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|
class MOITPass : ScriptableRenderPass
|
||||||
|
{
|
||||||
|
private Settings settings;
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||||||
|
|
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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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11
Assets/Scripts/Features/OIT/MOIT/MOITFeature.cs.meta
Normal file
11
Assets/Scripts/Features/OIT/MOIT/MOITFeature.cs.meta
Normal file
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138
Assets/Scripts/Features/OIT/WBOIT/New Material 1.mat
Normal file
138
Assets/Scripts/Features/OIT/WBOIT/New Material 1.mat
Normal file
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138
Assets/Scripts/Features/OIT/WBOIT/New Material.mat
Normal file
138
Assets/Scripts/Features/OIT/WBOIT/New Material.mat
Normal file
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m_Scale: {x: 1, y: 1}
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- _DstBlend: 10
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- _SrcBlendAlpha: 1
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|
- _ZWrite: 0
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|
m_Colors:
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|
- _BaseColor: {r: 0, g: 1, b: 0, a: 0.5019608}
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|
- _Color: {r: 0, g: 1, b: 0, a: 0.5019608}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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|
m_BuildTextureStacks: []
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8
Assets/Scripts/Features/OIT/WBOIT/New Material.mat.meta
Normal file
8
Assets/Scripts/Features/OIT/WBOIT/New Material.mat.meta
Normal file
@ -0,0 +1,8 @@
|
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|
fileFormatVersion: 2
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|
guid: 35058dbdd98a1d3438e77f86bd3ddd11
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|
NativeFormatImporter:
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|
externalObjects: {}
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|
mainObjectFileID: 2100000
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|
userData:
|
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|
assetBundleName:
|
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|
assetBundleVariant:
|
||||||
@ -1,9 +1,5 @@
|
|||||||
Shader "Hidden/WBOIT/WBOITBlend"
|
Shader "Hidden/OIT/WBOITBlend"
|
||||||
{
|
{
|
||||||
Properties
|
|
||||||
{
|
|
||||||
_MainTex ("Texture", 2D) = "white" {}
|
|
||||||
}
|
|
||||||
|
|
||||||
SubShader
|
SubShader
|
||||||
{
|
{
|
||||||
@ -22,8 +18,7 @@ Shader "Hidden/WBOIT/WBOITBlend"
|
|||||||
float4 vertex : SV_POSITION;
|
float4 vertex : SV_POSITION;
|
||||||
};
|
};
|
||||||
|
|
||||||
sampler2D _MainTex;
|
sampler2D _CameraColorTex;
|
||||||
float4 _MainTex_ST;
|
|
||||||
sampler2D _AccumTex;
|
sampler2D _AccumTex;
|
||||||
sampler2D _RevealageTex;
|
sampler2D _RevealageTex;
|
||||||
|
|
||||||
@ -47,7 +42,7 @@ Shader "Hidden/WBOIT/WBOITBlend"
|
|||||||
|
|
||||||
fixed4 frag (v2f i) : SV_Target
|
fixed4 frag (v2f i) : SV_Target
|
||||||
{
|
{
|
||||||
fixed4 background = tex2D(_MainTex, i.uv);
|
fixed4 background = tex2D(_CameraColorTex, i.uv);
|
||||||
float4 accum = tex2D(_AccumTex, i.uv);
|
float4 accum = tex2D(_AccumTex, i.uv);
|
||||||
float r = tex2D(_RevealageTex, i.uv).r;
|
float r = tex2D(_RevealageTex, i.uv).r;
|
||||||
|
|
||||||
|
|||||||
@ -3,8 +3,10 @@ using UnityEngine;
|
|||||||
using UnityEngine.Experimental.Rendering;
|
using UnityEngine.Experimental.Rendering;
|
||||||
using UnityEngine.Experimental.Rendering.Universal;
|
using UnityEngine.Experimental.Rendering.Universal;
|
||||||
using UnityEngine.Rendering;
|
using UnityEngine.Rendering;
|
||||||
|
using UnityEngine.Rendering.RendererUtils;
|
||||||
using UnityEngine.Rendering.Universal;
|
using UnityEngine.Rendering.Universal;
|
||||||
|
|
||||||
|
[DisallowMultipleRendererFeature("Weighted Blended Order-Independent Transparency")]
|
||||||
public class WBOITFeature : ScriptableRendererFeature
|
public class WBOITFeature : ScriptableRendererFeature
|
||||||
{
|
{
|
||||||
[Serializable]
|
[Serializable]
|
||||||
@ -64,10 +66,12 @@ public class WBOITFeature : ScriptableRendererFeature
|
|||||||
|
|
||||||
static readonly int accumTexID = Shader.PropertyToID("_AccumTex");
|
static readonly int accumTexID = Shader.PropertyToID("_AccumTex");
|
||||||
static readonly int revealageTexID = Shader.PropertyToID("_RevealageTex");
|
static readonly int revealageTexID = Shader.PropertyToID("_RevealageTex");
|
||||||
static readonly int mainTexID = Shader.PropertyToID("_MainTex");
|
static readonly int cameraColorTexID = Shader.PropertyToID("_CameraColorTex");
|
||||||
|
|
||||||
RTHandle[] oitRTids = new RTHandle[2];
|
RTHandle[] oitRTs = new RTHandle[2];
|
||||||
private ShaderTagId shaderTagId = new ShaderTagId("DoOIT");
|
RenderTargetIdentifier[] oitRtIds = new RenderTargetIdentifier[2];
|
||||||
|
|
||||||
|
private ShaderTagId shaderTagId = new ShaderTagId("WBOIT");
|
||||||
|
|
||||||
public OITRenderPass(OITSettings settings)
|
public OITRenderPass(OITSettings settings)
|
||||||
{
|
{
|
||||||
@ -81,8 +85,8 @@ public class WBOITFeature : ScriptableRendererFeature
|
|||||||
|
|
||||||
public void Dispose()
|
public void Dispose()
|
||||||
{
|
{
|
||||||
oitRTids[0]?.Release();
|
oitRTs[0]?.Release();
|
||||||
oitRTids[1]?.Release();
|
oitRTs[1]?.Release();
|
||||||
commandBuffer.Release();
|
commandBuffer.Release();
|
||||||
GameObject.DestroyImmediate(blendMaterial);
|
GameObject.DestroyImmediate(blendMaterial);
|
||||||
}
|
}
|
||||||
@ -98,40 +102,54 @@ public class WBOITFeature : ScriptableRendererFeature
|
|||||||
var desc = renderingData.cameraData.cameraTargetDescriptor;
|
var desc = renderingData.cameraData.cameraTargetDescriptor;
|
||||||
desc.depthBufferBits = 0;
|
desc.depthBufferBits = 0;
|
||||||
desc.sRGB = false;
|
desc.sRGB = false;
|
||||||
RenderingUtils.ReAllocateIfNeeded(ref oitRTids[0], desc, filterMode: FilterMode.Bilinear);
|
|
||||||
RenderingUtils.ReAllocateIfNeeded(ref destinationRT, 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));
|
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;
|
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));
|
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 renderQueueRange = (settings.FilterSettings.RenderQueueType == RenderQueueType.Transparent)
|
||||||
? RenderQueueRange.transparent
|
? RenderQueueRange.transparent
|
||||||
: RenderQueueRange.opaque;
|
: RenderQueueRange.opaque;
|
||||||
|
|
||||||
var filteringSettings = new FilteringSettings(renderQueueRange, settings.FilterSettings.LayerMask);
|
|
||||||
var renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
|
var renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
|
||||||
SortingCriteria sortingCriteria = (filteringSettings.renderQueueRange == RenderQueueRange.transparent)
|
SortingCriteria sortingCriteria = (renderQueueRange == RenderQueueRange.transparent)
|
||||||
? SortingCriteria.CommonTransparent
|
? SortingCriteria.CommonTransparent
|
||||||
: renderingData.cameraData.defaultOpaqueSortFlags;
|
: renderingData.cameraData.defaultOpaqueSortFlags;
|
||||||
|
|
||||||
DrawingSettings drawSettings = CreateDrawingSettings(shaderTagId, ref renderingData, sortingCriteria);
|
DrawingSettings drawSettings = CreateDrawingSettings(shaderTagId, ref renderingData, sortingCriteria);
|
||||||
|
|
||||||
#region Draw Weighted Blended Order-Independent Transparency
|
#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
|
#endregion
|
||||||
|
|
||||||
#region Blend
|
#region Blend
|
||||||
cmd.SetGlobalTexture(accumTexID, oitRTids[0]);
|
cmd.BeginSample("Blend");
|
||||||
cmd.SetGlobalTexture(revealageTexID, oitRTids[1]);
|
cmd.SetGlobalTexture(accumTexID, oitRTs[0]);
|
||||||
cmd.SetGlobalTexture(mainTexID, rdr.cameraColorTargetHandle);
|
cmd.SetGlobalTexture(revealageTexID, oitRTs[1]);
|
||||||
|
cmd.SetGlobalTexture(cameraColorTexID, 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);
|
cmd.DrawProcedural(Matrix4x4.identity, blendMaterial, 0, MeshTopology.Triangles, 3);
|
||||||
|
|
||||||
if (SystemInfo.copyTextureSupport != CopyTextureSupport.None)
|
if (SystemInfo.copyTextureSupport != CopyTextureSupport.None)
|
||||||
@ -142,6 +160,7 @@ public class WBOITFeature : ScriptableRendererFeature
|
|||||||
{
|
{
|
||||||
Blit(cmd, destinationRT, rdr.cameraColorTargetHandle);
|
Blit(cmd, destinationRT, rdr.cameraColorTargetHandle);
|
||||||
}
|
}
|
||||||
|
cmd.EndSample("Blend");
|
||||||
#endregion
|
#endregion
|
||||||
context.ExecuteCommandBuffer(cmd);
|
context.ExecuteCommandBuffer(cmd);
|
||||||
cmd.Clear();
|
cmd.Clear();
|
||||||
|
|||||||
@ -1,16 +1,19 @@
|
|||||||
Shader "WBOIT/WBOITSimpleTranspatent"
|
Shader "OIT/WBOIT/WBOITSimpleTranspatent"
|
||||||
|
{
|
||||||
|
Properties
|
||||||
{
|
{
|
||||||
Properties {
|
|
||||||
_Color ("Color Tint", Color) = (1, 1, 1, 1)
|
_Color ("Color Tint", Color) = (1, 1, 1, 1)
|
||||||
_MainTex ("Main Tex", 2D) = "white" {}
|
_MainTex ("Main Tex", 2D) = "white" {}
|
||||||
_Alpha("Alpha", Range(0.0, 1.0)) = 0.5
|
_Alpha("Alpha", Range(0.0, 1.0)) = 0.5
|
||||||
}
|
}
|
||||||
SubShader {
|
|
||||||
|
SubShader
|
||||||
|
{
|
||||||
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
|
Tags {"Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"}
|
||||||
|
|
||||||
|
|
||||||
Pass {
|
Pass {
|
||||||
Tags { "LightMode" = "DoOIT" }
|
Tags { "LightMode" = "WBOIT" }
|
||||||
|
|
||||||
ZWrite Off
|
ZWrite Off
|
||||||
Blend 0 One One
|
Blend 0 One One
|
||||||
|
|||||||
@ -0,0 +1,35 @@
|
|||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!21 &2100000
|
||||||
|
Material:
|
||||||
|
serializedVersion: 8
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_Name: WBOIT_WBOITSimpleTranspatent 1
|
||||||
|
m_Shader: {fileID: 4800000, guid: 5626fadf5ea58ad448d468c2362fadfb, type: 3}
|
||||||
|
m_Parent: {fileID: 0}
|
||||||
|
m_ModifiedSerializedProperties: 0
|
||||||
|
m_ValidKeywords: []
|
||||||
|
m_InvalidKeywords: []
|
||||||
|
m_LightmapFlags: 4
|
||||||
|
m_EnableInstancingVariants: 0
|
||||||
|
m_DoubleSidedGI: 0
|
||||||
|
m_CustomRenderQueue: -1
|
||||||
|
stringTagMap: {}
|
||||||
|
disabledShaderPasses: []
|
||||||
|
m_LockedProperties:
|
||||||
|
m_SavedProperties:
|
||||||
|
serializedVersion: 3
|
||||||
|
m_TexEnvs:
|
||||||
|
- _MainTex:
|
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|
m_Texture: {fileID: 0}
|
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|
m_Scale: {x: 1, y: 1}
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|
m_Offset: {x: 0, y: 0}
|
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|
m_Ints: []
|
||||||
|
m_Floats:
|
||||||
|
- _Alpha: 0.5
|
||||||
|
m_Colors:
|
||||||
|
- _Color: {r: 0, g: 1, b: 0, a: 0.5019608}
|
||||||
|
m_BuildTextureStacks: []
|
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@ -0,0 +1,8 @@
|
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|
fileFormatVersion: 2
|
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|
guid: 92d460bb83fef6e40a95918dc1c479d7
|
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|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
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|
mainObjectFileID: 2100000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
@ -31,5 +31,5 @@ Material:
|
|||||||
m_Floats:
|
m_Floats:
|
||||||
- _Alpha: 0.5
|
- _Alpha: 0.5
|
||||||
m_Colors:
|
m_Colors:
|
||||||
- _Color: {r: 1, g: 1, b: 1, a: 1}
|
- _Color: {r: 1, g: 0, b: 0, a: 0.5019608}
|
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m_EditorClassIdentifier:
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m_ObjectHideFlags: 0
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@ -357,7 +374,9 @@ MonoBehaviour:
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settings:
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FilterSettings:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -604,6 +644,20 @@ MonoBehaviour:
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m_Name: FSR
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m_EditorClassIdentifier:
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Script: {fileID: 11500000, guid: 6ee67e36f6958b74291994b4c2ba6007, type: 3}
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m_Name: OrderIndependentTransparencyRenderer
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m_EditorClassIdentifier:
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m_Active: 1
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Renderers: []
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--- !u!114 &7541218312462517771
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--- !u!114 &7541218312462517771
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MonoBehaviour:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -1,5 +1,5 @@
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%YAML 1.1
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%YAML 1.1
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%TAG !u! tag:yousandi.cn,2023:
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%TAG !u! tag:unity3d.com,2011:
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MonoBehaviour:
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m_ObjectHideFlags: 0
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@ -121,7 +121,7 @@ MonoBehaviour:
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- {fileID: -2390300670611609275}
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postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
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shaders:
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shaders:
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blitPS: {fileID: 4800000, guid: c17132b1f77d20942aa75f8429c0f8bc, type: 3}
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blitPS: {fileID: 4800000, guid: c17132b1f77d20942aa75f8429c0f8bc, type: 3}
|
||||||
|
|||||||
@ -5,6 +5,7 @@ using UnityEngine.Experimental.Rendering;
|
|||||||
using UnityEngine.Experimental.Rendering.RenderGraphModule;
|
using UnityEngine.Experimental.Rendering.RenderGraphModule;
|
||||||
using UnityEngine.Profiling;
|
using UnityEngine.Profiling;
|
||||||
using X.Rendering.Feature;
|
using X.Rendering.Feature;
|
||||||
|
using static Unity.Burst.Intrinsics.X86.Avx;
|
||||||
|
|
||||||
namespace UnityEngine.Rendering.Universal.Internal
|
namespace UnityEngine.Rendering.Universal.Internal
|
||||||
{
|
{
|
||||||
@ -183,6 +184,94 @@ namespace UnityEngine.Rendering.Universal.Internal
|
|||||||
public bool cfgChange;
|
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)
|
private static unsafe void ExecutePass(ScriptableRenderContext context, PassData data, ref RenderingData renderingData, bool yFlip)
|
||||||
{
|
{
|
||||||
var cmd = renderingData.commandBuffer;
|
var cmd = renderingData.commandBuffer;
|
||||||
@ -252,75 +341,9 @@ namespace UnityEngine.Rendering.Universal.Internal
|
|||||||
{
|
{
|
||||||
var useDx12 = SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12;
|
var useDx12 = SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D12;
|
||||||
var asset = UniversalRenderPipeline.asset;
|
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 (data.m_IsOpaque)
|
||||||
{
|
{
|
||||||
|
|
||||||
if (useDx12)
|
if (useDx12)
|
||||||
{
|
{
|
||||||
RendererUtils.RendererListDesc rendererListDesc = new(data.m_ShaderTagIdList.ToArray(), renderingData.cullResults, camera);
|
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));
|
cmd.DrawRendererList(context.CreateRendererList(rendererListDesc));
|
||||||
if (asset.VRSRate != RenderingPlugin.VRSPluginShadingRate.X1_PER_PIXEL)
|
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;
|
rendererListDesc.layerMask = 1 << 31;
|
||||||
cmd.DrawRendererList(context.CreateRendererList(rendererListDesc));
|
cmd.DrawRendererList(context.CreateRendererList(rendererListDesc));
|
||||||
DisableVrs();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
cmd.DisableScissorRect();
|
cmd.DisableScissorRect();
|
||||||
@ -347,10 +369,9 @@ namespace UnityEngine.Rendering.Universal.Internal
|
|||||||
|
|
||||||
if (asset.VRSRate != RenderingPlugin.VRSPluginShadingRate.X1_PER_PIXEL)
|
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;
|
filterSettings.layerMask = 1 << 31;
|
||||||
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings, ref data.m_RenderStateBlock);
|
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)
|
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);
|
RendererUtils.RendererListDesc rendererListDesc = new(data.m_ShaderTagIdList.ToArray(), renderingData.cullResults, camera);
|
||||||
rendererListDesc.sortingCriteria = sortFlags;
|
rendererListDesc.sortingCriteria = sortFlags;
|
||||||
rendererListDesc.renderQueueRange = filterSettings.renderQueueRange;
|
rendererListDesc.renderQueueRange = filterSettings.renderQueueRange;
|
||||||
@ -369,7 +400,6 @@ namespace UnityEngine.Rendering.Universal.Internal
|
|||||||
rendererListDesc.rendererConfiguration = drawSettings.perObjectData;
|
rendererListDesc.rendererConfiguration = drawSettings.perObjectData;
|
||||||
rendererListDesc.stateBlock = data.m_RenderStateBlock;
|
rendererListDesc.stateBlock = data.m_RenderStateBlock;
|
||||||
cmd.DrawRendererList(context.CreateRendererList(rendererListDesc));
|
cmd.DrawRendererList(context.CreateRendererList(rendererListDesc));
|
||||||
DisableVrs();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
cmd.DisableScissorRect();
|
cmd.DisableScissorRect();
|
||||||
|
|||||||
@ -413,7 +413,7 @@ namespace UnityEngine.Rendering.Universal
|
|||||||
m_OverriddenDepthStoreAction = true;
|
m_OverriddenDepthStoreAction = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
internal void ConfigureInputAttachments(RTHandle input, bool isTransient = false)
|
public void ConfigureInputAttachments(RTHandle input, bool isTransient = false)
|
||||||
{
|
{
|
||||||
m_InputAttachments[0] = input;
|
m_InputAttachments[0] = input;
|
||||||
m_InputAttachmentIsTransient[0] = isTransient;
|
m_InputAttachmentIsTransient[0] = isTransient;
|
||||||
|
|||||||
@ -96,7 +96,7 @@ namespace UnityEngine.Rendering.Universal.Internal
|
|||||||
desc.depthBufferBits = 0;
|
desc.depthBufferBits = 0;
|
||||||
m_Desc = desc;
|
m_Desc = desc;
|
||||||
m_FilterMode = filterMode;
|
m_FilterMode = filterMode;
|
||||||
|
m_Desc.enableRandomWrite = true;
|
||||||
m_A.msaa = m_Desc.msaaSamples;
|
m_A.msaa = m_Desc.msaaSamples;
|
||||||
m_B.msaa = m_Desc.msaaSamples;
|
m_B.msaa = m_Desc.msaaSamples;
|
||||||
|
|
||||||
|
|||||||
@ -526,7 +526,7 @@ namespace UnityEngine.Rendering.Universal
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
internal override bool SupportsNativeRenderPass()
|
public override bool SupportsNativeRenderPass()
|
||||||
{
|
{
|
||||||
return m_Technique == DecalTechnique.GBuffer || m_Technique == DecalTechnique.ScreenSpace;
|
return m_Technique == DecalTechnique.GBuffer || m_Technique == DecalTechnique.ScreenSpace;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -240,7 +240,7 @@ namespace UnityEngine.Experimental.Rendering.Universal
|
|||||||
renderer.EnqueuePass(renderObjectsPass);
|
renderer.EnqueuePass(renderObjectsPass);
|
||||||
}
|
}
|
||||||
|
|
||||||
internal override bool SupportsNativeRenderPass()
|
public override bool SupportsNativeRenderPass()
|
||||||
{
|
{
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -56,7 +56,7 @@ namespace UnityEngine.Rendering.Universal
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Override this method and return true if the feature should use the Native RenderPass API
|
/// Override this method and return true if the feature should use the Native RenderPass API
|
||||||
/// </summary>
|
/// </summary>
|
||||||
internal virtual bool SupportsNativeRenderPass()
|
public virtual bool SupportsNativeRenderPass()
|
||||||
{
|
{
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user