using System;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Experimental.Rendering;
namespace UnityEngine.Rendering.Universal.Internal
{
/// <summary>
/// Copy the given color target to the current camera target
///
/// You can use this pass to copy the result of rendering to
/// the camera target. The pass takes the screen viewport into
/// consideration.
/// </summary>
public partial class FinalBlitPass : ScriptableRenderPass
{
// Use specialed URP fragment shader pass for debug draw support and color space conversion/encoding support.
// See CoreBlit.shader and BlitHDROverlay.shader
static class BlitPassNames
{
public const string NearestSampler = "NearestDebugDraw";
public const string BilinearSampler = "BilinearDebugDraw";
}
enum BlitType
{
Core = 0, // Core blit
HDR = 1, // Blit with HDR encoding and overlay UI compositing
Count = 2
}
struct BlitMaterialData
{
public Material material;
public int nearestSamplerPass;
public int bilinearSamplerPass;
}
BlitMaterialData[] m_BlitMaterialData;
/// <summary>
/// Creates a new <c>FinalBlitPass</c> instance.
/// </summary>
/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
/// <param name="blitMaterial">The <c>Material</c> to use for copying the executing the final blit.</param>
/// <param name="blitHDRMaterial">The <c>Material</c> to use for copying the executing the final blit when HDR output is active.</param>
/// <seealso cref="RenderPassEvent"/>
public FinalBlitPass(RenderPassEvent evt, Material blitMaterial, Material blitHDRMaterial)
{
profilingSampler = ProfilingSampler.Get(URPProfileId.BlitFinalToBackBuffer);
renderPassEvent = evt;
// Find sampler passes by name
const int blitTypeCount = (int)BlitType.Count;
m_BlitMaterialData = new BlitMaterialData[blitTypeCount];
for (int i = 0; i < blitTypeCount; ++i)
{
m_BlitMaterialData[i].material = i == (int)BlitType.Core ? blitMaterial : blitHDRMaterial;
m_BlitMaterialData[i].nearestSamplerPass = m_BlitMaterialData[i].material?.FindPass(BlitPassNames.NearestSampler) ?? -1;
m_BlitMaterialData[i].bilinearSamplerPass = m_BlitMaterialData[i].material?.FindPass(BlitPassNames.BilinearSampler) ?? -1;
}
}
/// <summary>
/// Cleans up resources used by the pass.
/// </summary>
public void Dispose()
{
}
/// <summary>
/// Configure the pass
/// </summary>
/// <param name="baseDescriptor"></param>
/// <param name="colorHandle"></param>
[Obsolete("Use RTHandles for colorHandle. #from(2022.1) #breakingFrom(2023.1)", true)]
public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle)
{
throw new NotSupportedException("Setup with RenderTargetHandle has been deprecated. Use it with RTHandles instead.");
}
/// <summary>
/// Configure the pass
/// </summary>
/// <param name="baseDescriptor"></param>
/// <param name="colorHandle"></param>
public void Setup(RenderTextureDescriptor baseDescriptor, RTHandle colorHandle)
{
}
static void SetupHDROutput(ColorGamut hdrDisplayColorGamut, Material material, HDROutputUtils.Operation hdrOperation, Vector4 hdrOutputParameters, bool rendersOverlayUI)
{
material.SetVector(ShaderPropertyId.hdrOutputLuminanceParams, hdrOutputParameters);
HDROutputUtils.ConfigureHDROutput(material, hdrDisplayColorGamut, hdrOperation);
CoreUtils.SetKeyword(material, ShaderKeywordStrings.HDROverlay, rendersOverlayUI);
}
private static void ExecutePass(RasterCommandBuffer cmd, PassData data, RTHandle source, RTHandle destination, UniversalCameraData cameraData, Vector4 scaleBias)
{
bool isRenderToBackBufferTarget = !cameraData.isSceneViewCamera;
#if ENABLE_VR && ENABLE_XR_MODULE
if (cameraData.xr.enabled)
isRenderToBackBufferTarget = new RenderTargetIdentifier(destination.nameID, 0, CubemapFace.Unknown, -1) == new RenderTargetIdentifier(cameraData.xr.renderTarget, 0, CubemapFace.Unknown, -1);
#endif
var pixelRect = data.useFullScreenViewport ? new Rect(0f, 0f, Screen.width, Screen.height) : cameraData.pixelRect;
RenderingUtils.SetupOffscreenUIViewportParams(data.blitMaterialData.material, ref pixelRect, isRenderToBackBufferTarget);
if (isRenderToBackBufferTarget)
cmd.SetViewport(pixelRect);
// turn off any global wireframe & "scene view wireframe shader hijack" settings for doing blits:
// we never want them to show up as wireframe
cmd.SetWireframe(false);
CoreUtils.SetKeyword(data.blitMaterialData.material, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, data.enableAlphaOutput);
int shaderPassIndex = source.rt?.filterMode == FilterMode.Bilinear ? data.blitMaterialData.bilinearSamplerPass : data.blitMaterialData.nearestSamplerPass;
Blitter.BlitTexture(cmd, source, scaleBias, data.blitMaterialData.material, shaderPassIndex);
}
private class PassData
{
internal TextureHandle source;
internal TextureHandle destination;
internal int sourceID;
internal Vector4 hdrOutputLuminanceParams;
internal bool requireSrgbConversion;
internal bool enableAlphaOutput;
internal BlitMaterialData blitMaterialData;
internal UniversalCameraData cameraData;
internal bool useFullScreenViewport;
}
/// <summary>
/// Initialize the shared pass data.
/// </summary>
/// <param name="passData"></param>
private void InitPassData(UniversalCameraData cameraData, ref PassData passData, BlitType blitType, bool enableAlphaOutput, bool useFullScreenViewport)
{
passData.cameraData = cameraData;
passData.requireSrgbConversion = cameraData.requireSrgbConversion;
passData.enableAlphaOutput = enableAlphaOutput;
passData.useFullScreenViewport = useFullScreenViewport;
passData.blitMaterialData = m_BlitMaterialData[(int)blitType];
}
// Shared by both FinalBlitPass and OffscreenUICoverPrepass.
internal void Render(RenderGraph renderGraph, UniversalCameraData cameraData, UniversalResourceData resourceData, TextureHandle sourceTexture, bool useFullScreenViewport = false)
{
var destinationTexture = resourceData.backBufferColor; //By definition this pass blits to the backbuffer
var overlayUITexture = resourceData.overlayUITexture;
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
{
bool outputsToHDR = cameraData.isHDROutputActive;
bool outputsAlpha = cameraData.isAlphaOutputEnabled;
InitPassData(cameraData, ref passData, outputsToHDR ? BlitType.HDR : BlitType.Core, outputsAlpha, useFullScreenViewport);
passData.sourceID = ShaderPropertyId.sourceTex;
passData.source = sourceTexture;
builder.UseTexture(sourceTexture, AccessFlags.Read);
passData.destination = destinationTexture;
// Default flag for non-XR common case
AccessFlags targetAccessFlag = AccessFlags.Write;
#if ENABLE_VR && ENABLE_XR_MODULE
// This is a screen-space pass, make sure foveated rendering is disabled for non-uniform renders
bool passSupportsFoveation = !XRSystem.foveatedRenderingCaps.HasFlag(FoveatedRenderingCaps.NonUniformRaster);
builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && passSupportsFoveation);
// Apply MultiviewRenderRegionsCompatible flag only to the peripheral view in Quad Views
if (cameraData.xr.multipassId == 0)
{
builder.SetExtendedFeatureFlags(ExtendedFeatureFlags.MultiviewRenderRegionsCompatible);
}
// Optimization: In XR, we don't have split screen use case.
// The access flag can be set to WriteAll if there is a full screen blit and no alpha blending,
// so engine will set loadOperation to DontCare down to the pipe.
if (cameraData.xr.enabled && cameraData.isDefaultViewport && !outputsAlpha)
targetAccessFlag = AccessFlags.WriteAll;
#endif
builder.SetRenderAttachment(passData.destination, 0, targetAccessFlag);
if (outputsToHDR && overlayUITexture.IsValid())
{
VolumeStack stack = VolumeManager.instance.stack;
Tonemapping tonemapping = stack.GetComponent<Tonemapping>();
UniversalRenderPipeline.GetHDROutputLuminanceParameters(passData.cameraData.hdrDisplayInformation, passData.cameraData.hdrDisplayColorGamut, tonemapping, out passData.hdrOutputLuminanceParams);
builder.UseTexture(overlayUITexture, AccessFlags.Read);
}
else
{
passData.hdrOutputLuminanceParams = new Vector4(-1.0f, -1.0f, -1.0f, -1.0f);
}
builder.AllowGlobalStateModification(true);
builder.SetRenderFunc(static (PassData data, RasterGraphContext context) =>
{
data.blitMaterialData.material.enabledKeywords = null;
context.cmd.SetKeyword(ShaderGlobalKeywords.LinearToSRGBConversion, data.requireSrgbConversion);
data.blitMaterialData.material.SetTexture(data.sourceID, data.source);
DebugHandler debugHandler = GetActiveDebugHandler(data.cameraData);
bool resolveToDebugScreen = debugHandler != null && debugHandler.WriteToDebugScreenTexture(data.cameraData.resolveFinalTarget);
if (data.hdrOutputLuminanceParams.w >= 0)
{
HDROutputUtils.Operation hdrOperation = HDROutputUtils.Operation.None;
// If the HDRDebugView is on, we don't want the encoding
if (debugHandler == null || !debugHandler.HDRDebugViewIsActive(data.cameraData.resolveFinalTarget))
hdrOperation |= HDROutputUtils.Operation.ColorEncoding;
// Color conversion may have happened in the Uber post process through color grading, so we don't want to reapply it
if (!data.cameraData.postProcessEnabled)
hdrOperation |= HDROutputUtils.Operation.ColorConversion;
SetupHDROutput(data.cameraData.hdrDisplayColorGamut, data.blitMaterialData.material, hdrOperation, data.hdrOutputLuminanceParams, data.cameraData.rendersOverlayUI);
}
if (resolveToDebugScreen)
{
RTHandle sourceTex = data.source;
Vector2 viewportScale = sourceTex.useScaling ? new Vector2(sourceTex.rtHandleProperties.rtHandleScale.x, sourceTex.rtHandleProperties.rtHandleScale.y) : Vector2.one;
int shaderPassIndex = sourceTex.rt?.filterMode == FilterMode.Bilinear ? data.blitMaterialData.bilinearSamplerPass : data.blitMaterialData.nearestSamplerPass;
Blitter.BlitTexture(context.cmd, sourceTex, viewportScale, data.blitMaterialData.material, shaderPassIndex);
}
else
{
Vector4 scaleBias = RenderingUtils.GetFinalBlitScaleBias(context, in data.source, in data.destination);
ExecutePass(context.cmd, data, data.source, data.destination, data.cameraData, scaleBias);
}
});
}
}
/// <inheritdoc cref="IRenderGraphRecorder.RecordRenderGraph"/>
override public void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
var cameraData = frameData.Get<UniversalCameraData>();
var resourceData = frameData.Get<UniversalResourceData>();
Render(renderGraph, cameraData, resourceData, resourceData.cameraColor);
resourceData.SwitchActiveTexturesToBackbuffer();
}
}
}