Files
Northbound/Assets/FlatKit/[Render Pipeline] URP/RenderFeatures/Common/ScreenRenderPass.cs
2026-01-25 11:27:33 +09:00

251 lines
9.9 KiB
C#

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
#if UNITY_6000_0_OR_NEWER
using System;
using UnityEngine.Rendering.RenderGraphModule;
#endif
public class ScreenRenderPass : ScriptableRenderPass {
private Material _passMaterial;
private bool _requiresColor;
private bool _isBeforeTransparents;
private PassData _passData;
private ProfilingSampler _profilingSampler;
private RTHandle _copiedColor;
private static readonly Vector4 BlitScaleBias = new(1f, 1f, 0f, 0f);
private static readonly MaterialPropertyBlock SharedPropertyBlock = new();
private const string TexName = "_BlitTexture";
private static readonly int BlitTextureShaderID = Shader.PropertyToID(TexName);
private static readonly int BlitScaleBiasID = Shader.PropertyToID("_BlitScaleBias");
public void Setup(Material mat, bool requiresColor, bool isBeforeTransparents, string featureName,
in RenderingData renderingData) {
_passMaterial = mat;
_requiresColor = requiresColor;
_isBeforeTransparents = isBeforeTransparents;
_profilingSampler ??= new ProfilingSampler(featureName);
var colorCopyDescriptor = renderingData.cameraData.cameraTargetDescriptor;
colorCopyDescriptor.depthBufferBits = (int)DepthBits.None;
#if UNITY_6000_0_OR_NEWER
requiresIntermediateTexture = _requiresColor && !_isBeforeTransparents;
RenderingUtils.ReAllocateHandleIfNeeded(ref _copiedColor, colorCopyDescriptor, FilterMode.Point,
TextureWrapMode.Clamp, name: "_FullscreenPassColorCopy");
#elif UNITY_2022_3_OR_NEWER
RenderingUtils.ReAllocateIfNeeded(ref _copiedColor, colorCopyDescriptor, name: "_FullscreenPassColorCopy");
#endif
_passData ??= new PassData();
}
public void Dispose() {
_copiedColor?.Release();
}
#if UNITY_6000_0_OR_NEWER
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) {
var resourceData = frameData.Get<UniversalResourceData>();
var cameraData = frameData.Get<UniversalCameraData>();
if (_passMaterial == null) {
return;
}
if (!resourceData.activeColorTexture.IsValid()) {
return;
}
if (_requiresColor && resourceData.isActiveTargetBackBuffer) {
Debug.LogWarning("[Flat Kit] ScreenRenderPass requires sampling the active color buffer, but the renderer " +
"is currently writing directly to the backbuffer. Enable an intermediate color target " +
"(Renderer > Rendering > Intermediate Texture Mode = Always) or move the feature to an " +
"earlier render event.");
return;
}
TextureHandle copySource = TextureHandle.nullHandle;
if (_requiresColor) {
TextureDesc descriptor;
if (resourceData.cameraColor.IsValid()) {
descriptor = renderGraph.GetTextureDesc(resourceData.cameraColor);
} else {
descriptor = renderGraph.GetTextureDesc(resourceData.activeColorTexture);
}
descriptor.name = "_FlatKit_FullScreenCopy";
descriptor.clearBuffer = false;
TextureHandle copiedColor = renderGraph.CreateTexture(descriptor);
using (var builder = renderGraph.AddRasterRenderPass<CopyPassData>("FlatKit Copy Color", out var passData,
_profilingSampler)) {
passData.source = resourceData.activeColorTexture;
builder.UseTexture(passData.source, AccessFlags.Read);
builder.SetRenderAttachment(copiedColor, 0, AccessFlags.Write);
builder.SetRenderFunc((CopyPassData data, RasterGraphContext ctx) => {
Blitter.BlitTexture(ctx.cmd, data.source, BlitScaleBias, 0, false);
});
}
copySource = copiedColor;
}
using (var builder = renderGraph.AddRasterRenderPass<MainPassData>(_profilingSampler.name, out var passData,
_profilingSampler)) {
passData.material = _passMaterial;
passData.source = copySource;
if (passData.source.IsValid()) {
builder.UseTexture(passData.source, AccessFlags.Read);
}
var passInput = input;
bool needsColor = (passInput & ScriptableRenderPassInput.Color) != ScriptableRenderPassInput.None;
bool needsDepth = (passInput & ScriptableRenderPassInput.Depth) != ScriptableRenderPassInput.None;
bool needsNormals = (passInput & ScriptableRenderPassInput.Normal) != ScriptableRenderPassInput.None;
bool needsMotion = (passInput & ScriptableRenderPassInput.Motion) != ScriptableRenderPassInput.None;
if (needsColor && resourceData.cameraOpaqueTexture.IsValid()) {
builder.UseTexture(resourceData.cameraOpaqueTexture);
}
if (needsDepth && resourceData.cameraDepthTexture.IsValid()) {
builder.UseTexture(resourceData.cameraDepthTexture);
}
if (needsNormals && resourceData.cameraNormalsTexture.IsValid()) {
builder.UseTexture(resourceData.cameraNormalsTexture);
}
if (needsMotion && cameraData.renderer.SupportsMotionVectors()) {
if (resourceData.motionVectorColor.IsValid()) {
builder.UseTexture(resourceData.motionVectorColor);
}
if (resourceData.motionVectorDepth.IsValid()) {
builder.UseTexture(resourceData.motionVectorDepth);
}
}
builder.SetRenderAttachment(resourceData.activeColorTexture, 0, AccessFlags.Write);
builder.SetRenderFunc((MainPassData data, RasterGraphContext ctx) => {
SharedPropertyBlock.Clear();
if (data.source.IsValid()) {
SharedPropertyBlock.SetTexture(BlitTextureShaderID, data.source);
}
SharedPropertyBlock.SetVector(BlitScaleBiasID, BlitScaleBias);
ctx.cmd.DrawProcedural(Matrix4x4.identity, data.material, 0, MeshTopology.Triangles, 3, 1,
SharedPropertyBlock);
});
}
}
[Obsolete("This rendering path is for compatibility mode only (when Render Graph is disabled).", false)]
#endif
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) {
_passData.effectMaterial = _passMaterial;
_passData.requiresColor = _requiresColor;
_passData.isBeforeTransparents = _isBeforeTransparents;
_passData.profilingSampler = _profilingSampler;
_passData.copiedColor = _copiedColor;
ExecutePass(_passData, ref renderingData, ref context);
}
#if UNITY_6000_0_OR_NEWER
[Obsolete("This rendering path is for compatibility mode only (when Render Graph is disabled).", false)]
#endif
private static void ExecutePass(PassData passData, ref RenderingData renderingData,
ref ScriptableRenderContext context) {
var passMaterial = passData.effectMaterial;
var requiresColor = passData.requiresColor;
var copiedColor = passData.copiedColor;
var profilingSampler = passData.profilingSampler;
if (passMaterial == null) {
return;
}
if (renderingData.cameraData.isPreviewCamera) {
return;
}
CommandBuffer cmd;
bool releaseCommandBuffer;
// Unity 6.3+ no longer exposes RenderingData.commandBuffer outside URP, so rely on pooled buffers there (and on pre-2022.3).
#if UNITY_6000_3_OR_NEWER
cmd = CommandBufferPool.Get();
releaseCommandBuffer = true;
#elif UNITY_2022_3_OR_NEWER && !UNITY_6000_3_OR_NEWER
cmd = renderingData.commandBuffer;
releaseCommandBuffer = false;
#else
cmd = CommandBufferPool.Get();
releaseCommandBuffer = true;
#endif
var cameraData = renderingData.cameraData;
using (new ProfilingScope(cmd, profilingSampler)) {
if (requiresColor) {
#if UNITY_6000_3_OR_NEWER
RTHandle source = cameraData.renderer.cameraColorTargetHandle;
Blitter.BlitCameraTexture(cmd, source, copiedColor);
#elif UNITY_2022_3_OR_NEWER && !UNITY_6000_3_OR_NEWER
RTHandle source = passData.isBeforeTransparents
? cameraData.renderer.GetCameraColorBackBuffer(cmd)
: cameraData.renderer.cameraColorTargetHandle;
Blitter.BlitCameraTexture(cmd, source, copiedColor);
#else
RenderTargetIdentifier source = cameraData.renderer.cameraColorTarget;
cmd.Blit(source, copiedColor);
#endif
passMaterial.SetTexture(BlitTextureShaderID, copiedColor);
}
#if UNITY_6000_3_OR_NEWER
CoreUtils.SetRenderTarget(cmd, cameraData.renderer.cameraColorTargetHandle);
#elif UNITY_2022_3_OR_NEWER && !UNITY_6000_3_OR_NEWER
CoreUtils.SetRenderTarget(cmd, cameraData.renderer.GetCameraColorBackBuffer(cmd));
#else
CoreUtils.SetRenderTarget(cmd, cameraData.renderer.cameraColorTarget);
#endif
CoreUtils.DrawFullScreen(cmd, passMaterial);
context.ExecuteCommandBuffer(cmd);
if (releaseCommandBuffer) {
CommandBufferPool.Release(cmd);
} else {
cmd.Clear();
}
}
}
private class PassData {
internal Material effectMaterial;
internal bool requiresColor;
internal bool isBeforeTransparents;
public ProfilingSampler profilingSampler;
public RTHandle copiedColor;
}
#if UNITY_6000_0_OR_NEWER
private class CopyPassData {
internal TextureHandle source;
}
private class MainPassData {
internal TextureHandle source;
internal Material material;
}
#endif
}