2021-09-09 20:42:29 -04:00

184 lines
8.1 KiB
C#

using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using System;
namespace UnityEngine.Rendering.HighDefinition
{
/// <summary>
/// DrawRenderers Custom Pass
/// </summary>
[System.Serializable]
public class DrawRenderersCustomPass : CustomPass
{
/// <summary>
/// HDRP Shader passes
/// </summary>
public enum ShaderPass
{
// Ordered by frame time in HDRP
///<summary>Object Depth pre-pass, only the depth of the object will be rendered.</summary>
DepthPrepass = 1,
///<summary>Forward pass, render the object color.</summary>
Forward = 0,
}
// Used only for the UI to keep track of the toggle state
[SerializeField] internal bool filterFoldout;
[SerializeField] internal bool rendererFoldout;
//Filter settings
/// <summary>
/// Render Queue filter to select which kind of object to render.
/// </summary>
public RenderQueueType renderQueueType = RenderQueueType.AllOpaque;
/// <summary>
/// Layer Mask filter, select which layer to render.
/// </summary>
public LayerMask layerMask = 1; // Layer mask Default enabled
/// <summary>
/// Sorting flags of the objects to render.
/// </summary>
public SortingCriteria sortingCriteria = SortingCriteria.CommonOpaque;
// Override material
/// <summary>
/// Replaces the material of selected renders by this one, be sure to also set overrideMaterialPassName to a good value when using this property.
/// </summary>
public Material overrideMaterial = null;
[SerializeField]
int overrideMaterialPassIndex = 0;
/// <summary>
/// Select which pass will be used to render objects when using an override material.
/// </summary>
public string overrideMaterialPassName = "Forward";
/// <summary>
/// When true, overrides the depth state of the objects.
/// </summary>
public bool overrideDepthState = false;
/// <summary>
/// Overrides the Depth comparison function, only used when overrideDepthState is true.
/// </summary>
public CompareFunction depthCompareFunction = CompareFunction.LessEqual;
/// <summary>
/// Overrides the Depth write, only used when overrideDepthState is true.
/// </summary>
public bool depthWrite = true;
/// <summary>
/// Set the shader pass to use when the override material is null
/// </summary>
public ShaderPass shaderPass = ShaderPass.Forward;
int fadeValueId;
static ShaderTagId[] forwardShaderTags;
static ShaderTagId[] depthShaderTags;
// Cache the shaderTagIds so we don't allocate a new array each frame
ShaderTagId[] cachedShaderTagIDs;
/// <summary>
/// Called before the first execution of the pass occurs.
/// Allow you to allocate custom buffers.
/// </summary>
/// <param name="renderContext">The render context</param>
/// <param name="cmd">Current command buffer of the frame</param>
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
{
fadeValueId = Shader.PropertyToID("_FadeValue");
// In case there was a pass index assigned, we retrieve the name of this pass
if (String.IsNullOrEmpty(overrideMaterialPassName) && overrideMaterial != null)
overrideMaterialPassName = overrideMaterial.GetPassName(overrideMaterialPassIndex);
forwardShaderTags = new ShaderTagId[]
{
HDShaderPassNames.s_ForwardName, // HD Lit shader
HDShaderPassNames.s_ForwardOnlyName, // HD Unlit shader
HDShaderPassNames.s_SRPDefaultUnlitName, // Cross SRP Unlit shader
HDShaderPassNames.s_EmptyName, // Add an empty slot for the override material
};
depthShaderTags = new ShaderTagId[]
{
HDShaderPassNames.s_DepthForwardOnlyName,
HDShaderPassNames.s_DepthOnlyName,
HDShaderPassNames.s_EmptyName, // Add an empty slot for the override material
};
}
/// <summary>
/// Use this method if you want to draw objects that are not visible in the camera.
/// For example if you disable a layer in the camera and add it in the culling parameters, then the culling result will contains your layer.
/// </summary>
/// <param name="cullingParameters">Aggregate the parameters in this property (use |= for masks fields, etc.)</param>
/// <param name="hdCamera">The camera where the culling is being done</param>
protected override void AggregateCullingParameters(ref ScriptableCullingParameters cullingParameters, HDCamera hdCamera)
{
cullingParameters.cullingMask |= (uint)(int)layerMask;
}
ShaderTagId[] GetShaderTagIds()
{
if (shaderPass == ShaderPass.DepthPrepass)
return depthShaderTags;
else
return forwardShaderTags;
}
/// <summary>
/// Execute the DrawRenderers with parameters setup from the editor
/// </summary>
/// <param name="ctx">The context of the custom pass. Contains command buffer, render context, buffer, etc.</param>
protected override void Execute(CustomPassContext ctx)
{
var shaderPasses = GetShaderTagIds();
if (overrideMaterial != null)
{
shaderPasses[shaderPasses.Length - 1] = new ShaderTagId(overrideMaterialPassName);
overrideMaterial.SetFloat(fadeValueId, fadeValue);
}
if (shaderPasses.Length == 0)
{
Debug.LogWarning("Attempt to call DrawRenderers with an empty shader passes. Skipping the call to avoid errors");
return;
}
var mask = overrideDepthState ? RenderStateMask.Depth : 0;
mask |= overrideDepthState && !depthWrite ? RenderStateMask.Stencil : 0;
var stateBlock = new RenderStateBlock(mask)
{
depthState = new DepthState(depthWrite, depthCompareFunction),
// We disable the stencil when the depth is overwritten but we don't write to it, to prevent writing to the stencil.
stencilState = new StencilState(false),
};
PerObjectData renderConfig = ctx.hdCamera.frameSettings.IsEnabled(FrameSettingsField.Shadowmask) ? HDUtils.GetBakedLightingWithShadowMaskRenderConfig() : HDUtils.GetBakedLightingRenderConfig();
var result = new RendererListDesc(shaderPasses, ctx.cullingResults, ctx.hdCamera.camera)
{
rendererConfiguration = renderConfig,
renderQueueRange = GetRenderQueueRange(renderQueueType),
sortingCriteria = sortingCriteria,
excludeObjectMotionVectors = false,
overrideMaterial = overrideMaterial,
overrideMaterialPassIndex = (overrideMaterial != null) ? overrideMaterial.FindPass(overrideMaterialPassName) : 0,
stateBlock = stateBlock,
layerMask = layerMask,
};
CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, RendererList.Create(result));
}
/// <summary>
/// List all the materials that need to be displayed at the bottom of the component.
/// All the materials gathered by this method will be used to create a Material Editor and then can be edited directly on the custom pass.
/// </summary>
/// <returns>An enumerable of materials to show in the inspector. These materials can be null, the list is cleaned afterwards</returns>
public override IEnumerable<Material> RegisterMaterialForInspector() { yield return overrideMaterial; }
}
}