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Camera customCamera3 = null; + public Camera customCamera4 = null; + + RTHandle temp; + RTHandle halfResColor; + RTHandle halfResDepth; + + protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd) + { + temp = RTHandles.Alloc( + Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, + colorFormat: GraphicsFormat.B10G11R11_UFloatPack32, // We don't need alpha for this effect + useDynamicScale: true, name: "Override Camera Temp" + ); + halfResColor = RTHandles.Alloc( + Vector2.one * 0.5f, TextureXR.slices, dimension: TextureXR.dimension, + colorFormat: GraphicsFormat.B10G11R11_UFloatPack32, // We don't need alpha for this effect + useDynamicScale: true, name: "Override Camera Temp" + ); + halfResDepth = RTHandles.Alloc( + Vector2.one * 0.5f, TextureXR.slices, DepthBits.Depth16, // 16Bits for half res target is enough + dimension: TextureXR.dimension, useDynamicScale: true, name: "Override Camera Temp" + ); + } + + // In a real application we should override the culling params and aggregate all the cameras + + protected override void AggregateCullingParameters(ref ScriptableCullingParameters cullingParameters, HDCamera hdCamera) + => cullingParameters.cullingMask = ~0u; + + protected override void Execute(CustomPassContext ctx) + { + if (customCamera0 == null || customCamera1 == null || customCamera2 == null || customCamera3 == null || customCamera4 == null) + return; + + // Render from camera 0 + // Internal API, can't be tested right now + // using (new HDRenderPipeline.OverrideCameraRendering(ctx.cmd, customCamera0)) + // { + // CoreUtils.SetRenderTarget(ctx.cmd, temp, ClearFlag.Color); + // CustomPassUtils.DrawRenderers(ctx, -1); + // } + // CustomPassUtils.Copy( + // ctx, temp, ctx.cameraColorBuffer, + // CustomPassUtils.fullScreenScaleBias, + // new Vector4(.5f, .5f, 0f, 0f) + // ); + + RenderStateBlock overrideDepth = new RenderStateBlock(RenderStateMask.Depth) + { + depthState = new DepthState(true, CompareFunction.LessEqual) + }; + + // Render from camera 1 + CustomPassUtils.RenderFromCamera(ctx, customCamera1, temp, ctx.customDepthBuffer.Value, ClearFlag.All, -1, overrideRenderState: overrideDepth); + CustomPassUtils.Copy( + ctx, temp, ctx.cameraColorBuffer, + CustomPassUtils.fullScreenScaleBias, + new Vector4(.5f, .5f, .5f, 0f) + ); + + // Render from camera 4 (at same position than the test camera but uses a different FoV) + // And with the camera depth buffer (which already contains opaque objects) + CustomPassUtils.RenderFromCamera(ctx, customCamera4, ctx.cameraColorBuffer, ctx.cameraDepthBuffer, ClearFlag.None, customCamera4.cullingMask, overrideRenderState: overrideDepth); + + // Render from camera 3 using different buffers + CustomPassUtils.RenderDepthFromCamera(ctx, customCamera3, temp, ctx.customDepthBuffer.Value, ClearFlag.All, -1); + CustomPassUtils.Copy( + ctx, temp, ctx.cameraColorBuffer, + CustomPassUtils.fullScreenScaleBias, + new Vector4(.25f, .25f, .5f, .5f) + ); + + CustomPassUtils.RenderNormalFromCamera(ctx, customCamera3, temp, ctx.customDepthBuffer.Value, ClearFlag.All, -1); + CustomPassUtils.Copy( + ctx, temp, ctx.cameraColorBuffer, + CustomPassUtils.fullScreenScaleBias, + new Vector4(.25f, .25f, .75f, .5f) + ); + + CustomPassUtils.RenderTangentFromCamera(ctx, customCamera3, temp, ctx.customDepthBuffer.Value, ClearFlag.All, -1); + CustomPassUtils.Copy( + ctx, temp, ctx.cameraColorBuffer, + CustomPassUtils.fullScreenScaleBias, + new Vector4(.25f, .25f, .5f, .75f) + ); + + // Render from camera 2 in an half res buffer + CustomPassUtils.RenderFromCamera(ctx, customCamera2, halfResColor, halfResDepth, ClearFlag.All, -1, overrideRenderState: overrideDepth); + CustomPassUtils.Copy( + ctx, halfResColor, ctx.cameraColorBuffer, + CustomPassUtils.fullScreenScaleBias, + new Vector4(.25f, .25f, .75f, .75f) + ); + } + + protected override void Cleanup() + { + temp.Release(); + halfResColor.Release(); + halfResDepth.Release(); + } +} \ No newline at 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resizeAlgorithm: 0 - textureFormat: -1 - textureCompression: 0 + textureCompression: 1 compressionQuality: 50 crunchedCompression: 0 allowsAlphaSplitting: 0 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/9702_CustomPass_API.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/9702_CustomPass_API.png index 61d80a12040..ad0f94e534a 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/9702_CustomPass_API.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/9702_CustomPass_API.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ce63f8888a7c2418116f3a038f83dcc9826345b70d718de56a576b640b0f755b -size 154953 +oid sha256:fa43390855258769e6cf8c63dcdbfee13520bd53e131ba6c03b17e12c80a504a +size 144851 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/9702_CustomPass_API.png.meta 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- textureCompression: 0 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - androidETC2FallbackOverride: 0 - forceMaximumCompressionQuality_BC6H_BC7: 0 - - serializedVersion: 3 - buildTarget: Standalone - maxTextureSize: 2048 - resizeAlgorithm: 0 - textureFormat: -1 - textureCompression: 0 + textureCompression: 1 compressionQuality: 50 crunchedCompression: 0 allowsAlphaSplitting: 0 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/9702_CustomPass_API.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/9702_CustomPass_API.png index 61d80a12040..ad0f94e534a 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/9702_CustomPass_API.png +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/9702_CustomPass_API.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:ce63f8888a7c2418116f3a038f83dcc9826345b70d718de56a576b640b0f755b -size 154953 +oid sha256:fa43390855258769e6cf8c63dcdbfee13520bd53e131ba6c03b17e12c80a504a +size 144851 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/9702_CustomPass_API.png.meta b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/9702_CustomPass_API.png.meta index 2fe09ed3f94..b1e8a334c04 100644 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/9702_CustomPass_API.png.meta +++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/9702_CustomPass_API.png.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 39127067b492852418a9724ad9262e06 +guid: 3dec9f2f7ec6df745b601f39fc9169c4 TextureImporter: internalIDToNameTable: [] externalObjects: {} @@ -55,6 +55,8 @@ TextureImporter: textureType: 0 textureShape: 1 singleChannelComponent: 0 + flipbookRows: 1 + flipbookColumns: 1 maxTextureSizeSet: 0 compressionQualitySet: 0 textureFormatSet: 0 @@ -66,19 +68,7 @@ TextureImporter: maxTextureSize: 2048 resizeAlgorithm: 0 textureFormat: -1 - textureCompression: 0 - compressionQuality: 50 - crunchedCompression: 0 - allowsAlphaSplitting: 0 - overridden: 0 - androidETC2FallbackOverride: 0 - forceMaximumCompressionQuality_BC6H_BC7: 0 - - serializedVersion: 3 - buildTarget: Standalone - maxTextureSize: 2048 - resizeAlgorithm: 0 - textureFormat: -1 - textureCompression: 0 + textureCompression: 1 compressionQuality: 50 crunchedCompression: 0 allowsAlphaSplitting: 0 diff --git a/TestProjects/HDRP_Tests/Assets/Tests/TestFilters/TestCaseFilters.asset b/TestProjects/HDRP_Tests/Assets/Tests/TestFilters/TestCaseFilters.asset index 8621145722d..573c2672646 100644 --- a/TestProjects/HDRP_Tests/Assets/Tests/TestFilters/TestCaseFilters.asset +++ b/TestProjects/HDRP_Tests/Assets/Tests/TestFilters/TestCaseFilters.asset @@ -440,3 +440,10 @@ MonoBehaviour: XrSdk: StereoModes: 0 Reason: Not working + - FilteredScene: {fileID: 102900000, guid: 3d584f34970fc5c44871961e3178f4ce, type: 3} + ColorSpace: 1 + BuildPlatform: -2 + GraphicsDevice: 21 + XrSdk: + StereoModes: 0 + Reason: Wrong result on vulkan diff --git a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset index 80e3bedde07..08207d764eb 100644 --- a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset @@ -569,6 +569,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers.unity guid: c64196eb7ce78e84bb835b2ea858ee19 + - enabled: 1 + path: Assets/GraphicTests/Scenes/9x_Other/9702_CustomPass_API.unity + guid: 3d584f34970fc5c44871961e3178f4ce - enabled: 1 path: Assets/GraphicTests/Scenes/9x_Other/9801_ShurikenLightModule.unity guid: d50ee167e49a2d74988347d7888c3613 diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 2d2cee86f54..8f24bb9b2c0 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -132,6 +132,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added few exposure debug modes. - Added support for multiple path-traced views at once (e.g., scene and game views). - Added custom target mid grey for auto exposure. +- Added CustomPassUtils API to simplify Blur, Copy and DrawRenderers custom passes. +- Added an API in HDRP to override the camera within the rendering of a frame (mainly for custom pass). +- Added more custom pass API functions, mainly to render objects from another camera. ### Fixed - Fix when rescale probe all direction below zero (1219246) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index 8987d36da69..cfe1b11c1b0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -649,7 +649,7 @@ void InitializeRenderTextures() m_CameraSssDiffuseLightingBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, colorFormat: GraphicsFormat.B10G11R11_UFloatPack32, enableRandomWrite: true, useDynamicScale: true, name: "CameraSSSDiffuseLighting"); m_CustomPassColorBuffer = new Lazy(() => RTHandles.Alloc(Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, colorFormat: GetCustomBufferFormat(), enableRandomWrite: true, useDynamicScale: true, name: "CustomPassColorBuffer")); - m_CustomPassDepthBuffer = new Lazy(() => RTHandles.Alloc(Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, colorFormat: GraphicsFormat.R32_UInt, enableRandomWrite: true, useDynamicScale: true, name: "CustomPassDepthBuffer", depthBufferBits: DepthBits.Depth32)); + m_CustomPassDepthBuffer = new Lazy(() => RTHandles.Alloc(Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, colorFormat: GraphicsFormat.R32_UInt, useDynamicScale: true, name: "CustomPassDepthBuffer", depthBufferBits: DepthBits.Depth32)); m_DistortionBuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, colorFormat: Builtin.GetDistortionBufferFormat(), useDynamicScale: true, name: "Distortion"); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs index cd01e8d37c3..9054fb9eb7d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs @@ -220,7 +220,9 @@ bool IsMSAAEnabled(HDCamera hdCamera) { // if MSAA is enabled and the current injection point is before transparent. bool msaa = hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA); - msaa &= injectionPoint == CustomPassInjectionPoint.BeforeTransparent || injectionPoint == CustomPassInjectionPoint.AfterOpaqueDepthAndNormal; + msaa &= injectionPoint == CustomPassInjectionPoint.BeforePreRefraction + || injectionPoint == CustomPassInjectionPoint.BeforeTransparent + || injectionPoint == CustomPassInjectionPoint.AfterOpaqueDepthAndNormal; return msaa; } @@ -349,6 +351,12 @@ protected void ResolveMSAAColorBuffer(CommandBuffer cmd, HDCamera hdCamera) } } + /// + /// Resolve the camera color buffer only if the MSAA is enabled and the pass is executed in before transparent. + /// + /// Custom Pass Context from the Execute() method + protected void ResolveMSAAColorBuffer(CustomPassContext ctx) => ResolveMSAAColorBuffer(ctx.cmd, ctx.hdCamera); + /// /// Get the current camera buffers (can be MSAA) /// @@ -415,7 +423,7 @@ protected RenderQueueRange GetRenderQueueRange(CustomPass.RenderQueueType type) /// /// /// - public static CustomPass CreateFullScreenPass(Material fullScreenMaterial, TargetBuffer targetColorBuffer = TargetBuffer.Camera, + public static FullScreenCustomPass CreateFullScreenPass(Material fullScreenMaterial, TargetBuffer targetColorBuffer = TargetBuffer.Camera, TargetBuffer targetDepthBuffer = TargetBuffer.Camera) { return new FullScreenCustomPass() @@ -439,7 +447,7 @@ public static CustomPass CreateFullScreenPass(Material fullScreenMaterial, Targe /// Target Color buffer /// Target Depth buffer. Note: It's also the buffer which will do the Depth Test /// - public static CustomPass CreateDrawRenderersPass(RenderQueueType queue, LayerMask mask, + public static DrawRenderersCustomPass CreateDrawRenderersPass(RenderQueueType queue, LayerMask mask, Material overrideMaterial, string overrideMaterialPassName = "Forward", SortingCriteria sorting = SortingCriteria.CommonOpaque, ClearFlag clearFlags = ClearFlag.None, TargetBuffer targetColorBuffer = TargetBuffer.Camera, TargetBuffer targetDepthBuffer = TargetBuffer.Camera) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader new file mode 100644 index 00000000000..13cbea40cde --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader @@ -0,0 +1,152 @@ +Shader "Renderers/CustomPassRenderersUtils" +{ + Properties + { + } + + HLSLINCLUDE + + #pragma target 4.5 + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + // #pragma enable_d3d11_debug_symbols + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + + // List all the attributes needed in your shader (will be passed to the vertex shader) + // you can see the complete list of these attributes in VaryingMesh.hlsl + #define ATTRIBUTES_NEED_TEXCOORD0 + #define ATTRIBUTES_NEED_NORMAL + #define ATTRIBUTES_NEED_TANGENT + + // List all the varyings needed in your fragment shader + #define VARYINGS_NEED_TEXCOORD0 + #define VARYINGS_NEED_TANGENT_TO_WORLD + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderers.hlsl" + + #pragma vertex Vert + #pragma fragment Frag + + ENDHLSL + + SubShader + { + Pass + { + Name "DepthToColorPass" + Tags { "LightMode" = "DepthToColorPass" } + + Blend Off + ZWrite Off + ZTest LEqual + + Cull Back + + HLSLPROGRAM + + // Put the code to render the objects in your custom pass in this function + void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 viewDirection, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) + { + // Write back the data to the output structures + ZERO_INITIALIZE(BuiltinData, builtinData); // No call to InitBuiltinData as we don't have any lighting + builtinData.opacity = 1; + builtinData.emissiveColor = 0; + + // Outline linear eye depth to the color + surfaceData.color = LinearEyeDepth(fragInputs.positionSS.z, _ZBufferParams); + } + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl" + + ENDHLSL + } + + Pass + { + Name "DepthPass" + Tags { "LightMode" = "DepthPass" } + + Blend Off + ZWrite On + ZTest LEqual + ColorMask 0 + + Cull Back + + HLSLPROGRAM + + // Put the code to render the objects in your custom pass in this function + void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 viewDirection, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) + { + // Write back the data to the output structures + ZERO_INITIALIZE(BuiltinData, builtinData); // No call to InitBuiltinData as we don't have any lighting + builtinData.opacity = 1; + builtinData.emissiveColor = 0; + surfaceData.color = 0; + } + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl" + + ENDHLSL + } + + Pass + { + Name "NormalToColorPass" + Tags { "LightMode" = "NormalToColorPass" } + + Blend Off + ZWrite Off + ZTest LEqual + + Cull Back + + HLSLPROGRAM + + // Put the code to render the objects in your custom pass in this function + void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 viewDirection, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) + { + // Write back the data to the output structures + ZERO_INITIALIZE(BuiltinData, builtinData); // No call to InitBuiltinData as we don't have any lighting + builtinData.opacity = 1; + builtinData.emissiveColor = 0; + surfaceData.color = fragInputs.tangentToWorld[2].xyz; + } + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl" + + ENDHLSL + } + + Pass + { + Name "TangentToColorPass" + Tags { "LightMode" = "TangentToColorPass" } + + Blend Off + ZWrite Off + ZTest LEqual + + Cull Back + + HLSLPROGRAM + + // Put the code to render the objects in your custom pass in this function + void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 viewDirection, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) + { + // Write back the data to the output structures + ZERO_INITIALIZE(BuiltinData, builtinData); // No call to InitBuiltinData as we don't have any lighting + builtinData.opacity = 1; + builtinData.emissiveColor = 0; + surfaceData.color = fragInputs.tangentToWorld[0].xyz; + } + + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl" + + ENDHLSL + } + } +} diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader.meta new file mode 100644 index 00000000000..3994660c0c2 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: cef5ba33ee5063d4c8b495d2292e394d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.cs index daa9a404890..8b40119e029 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.cs @@ -24,9 +24,15 @@ public static class CustomPassUtils static ProfilingSampler horizontalBlurSampler = new ProfilingSampler("Horizontal Blur"); static ProfilingSampler gaussianblurSampler = new ProfilingSampler("Gaussian Blur"); static ProfilingSampler copySampler = new ProfilingSampler("Copy"); + static ProfilingSampler renderFromCameraSampler = new ProfilingSampler("Render From Camera"); + static ProfilingSampler renderDepthFromCameraSampler = new ProfilingSampler("Render Depth"); + static ProfilingSampler renderNormalFromCameraSampler = new ProfilingSampler("Render Normal"); + static ProfilingSampler renderTangentFromCameraSampler = new ProfilingSampler("Render Tangent"); static MaterialPropertyBlock propertyBlock = new MaterialPropertyBlock(); static Material customPassUtilsMaterial; + static Material customPassRenderersUtilsMaterial; + static Dictionary gaussianWeightsCache = new Dictionary(); @@ -34,6 +40,10 @@ public static class CustomPassUtils static int verticalBlurPassIndex; static int horizontalBlurPassIndex; static int copyPassIndex; + static int depthToColorPassIndex; + static int depthPassIndex; + static int normalToColorPassIndex; + static int tangentToColorPassIndex; internal static void Initialize() { @@ -42,34 +52,43 @@ internal static void Initialize() verticalBlurPassIndex = customPassUtilsMaterial.FindPass("VerticalBlur"); horizontalBlurPassIndex = customPassUtilsMaterial.FindPass("HorizontalBlur"); copyPassIndex = customPassUtilsMaterial.FindPass("Copy"); + + customPassRenderersUtilsMaterial = CoreUtils.CreateEngineMaterial(HDRenderPipeline.defaultAsset.renderPipelineResources.shaders.customPassRenderersUtils); + depthToColorPassIndex = customPassRenderersUtilsMaterial.FindPass("DepthToColorPass"); + depthPassIndex = customPassRenderersUtilsMaterial.FindPass("DepthPass"); + normalToColorPassIndex = customPassRenderersUtilsMaterial.FindPass("NormalToColorPass"); + tangentToColorPassIndex = customPassRenderersUtilsMaterial.FindPass("TangentToColorPass"); } /// /// Convert the source buffer to an half resolution buffer and output it to the destination buffer. /// + /// Custom Pass Context. + /// Source to use for the downsample + /// Destination buffer of the downsample + /// Source mip level to sample from. + /// Destination mip level to write to. /// Custom Pass Context - /// - /// - /// - /// public static void DownSample(in CustomPassContext ctx, RTHandle source, RTHandle destination, int sourceMip = 0, int destMip = 0) => DownSample(ctx, source, destination, fullScreenScaleBias, fullScreenScaleBias, sourceMip, destMip); /// - /// + /// Convert the source buffer to an half resolution buffer and output it to the destination buffer. /// - /// - /// - /// + /// Custom Pass Context. + /// Source to use for the downsample + /// Destination buffer of the downsample /// Scale and bias to apply when sampling the source buffer /// Scale and bias to apply when writing into the destination buffer. It's scale is relative to the destination buffer, so if you want an half res downsampling into a fullres buffer you need to specify a scale of 0.5;0,5. If your buffer is already half res Then 1;1 scale works. - /// - /// + /// Source mip level to sample from. + /// Destination mip level to write to. public static void DownSample(in CustomPassContext ctx, RTHandle source, RTHandle destination, Vector4 sourceScaleBias, Vector4 destScaleBias, int sourceMip = 0, int destMip = 0) { // Check if the texture provided is at least half of the size of source. if (destination.rt.width < source.rt.width / 2 || destination.rt.height < source.rt.height / 2) Debug.LogError("Destination for DownSample is too small, it needs to be at least half as big as source."); + if (source.rt.antiAliasing > 1 || destination.rt.antiAliasing > 1) + Debug.LogError($"DownSample is not supported with MSAA buffers"); using (new ProfilingScope(ctx.cmd, downSampleSampler)) { @@ -85,30 +104,32 @@ public static void DownSample(in CustomPassContext ctx, RTHandle source, RTHandl // Do we provide an upsample function ? /// - /// + /// Copy an RTHandle content to another /// - /// - /// - /// - /// - /// + /// Custom Pass Context. + /// Source to use for the copy + /// Destination buffer of the copy + /// Source mip level to sample from. + /// Destination mip level to write to. public static void Copy(in CustomPassContext ctx, RTHandle source, RTHandle destination, int sourceMip = 0, int destMip = 0) => Copy(ctx, source, destination, fullScreenScaleBias, fullScreenScaleBias, sourceMip, destMip); /// - /// + /// Copy a region of an RTHandle to another /// - /// - /// - /// - /// - /// - /// - /// + /// Custom Pass Context. + /// Source to use for the copy + /// Destination buffer of the copy + /// Scale and bias to apply when sampling the source buffer + /// Scale and bias to apply when writing into the destination buffer. + /// Source mip level to sample from. + /// Destination mip level to write to. public static void Copy(in CustomPassContext ctx, RTHandle source, RTHandle destination, Vector4 sourceScaleBias, Vector4 destScaleBias, int sourceMip = 0, int destMip = 0) { if (source == destination) Debug.LogError("Can't copy the buffer. Source has to be different from the destination."); + if (source.rt.antiAliasing > 1 || destination.rt.antiAliasing > 1) + Debug.LogError($"Copy is not supported with MSAA buffers"); using (new ProfilingScope(ctx.cmd, copySampler)) { @@ -122,34 +143,36 @@ public static void Copy(in CustomPassContext ctx, RTHandle source, RTHandle dest } /// - /// + /// Vertical gaussian blur pass /// - /// - /// - /// - /// - /// - /// - /// + /// Custom Pass Context. + /// Source to use for the gaussian blur. + /// Destination buffer of the gaussian blur. + /// Number of samples to use for the gaussian blur. A high number will impact performances. + /// Radius in pixel of the gaussian blur. + /// Source mip level to sample from. + /// Destination mip level to write to. public static void VerticalGaussianBlur(in CustomPassContext ctx, RTHandle source, RTHandle destination, int sampleCount = 8, float radius = 5, int sourceMip = 0, int destMip = 0) => VerticalGaussianBlur(ctx, source, destination, fullScreenScaleBias, fullScreenScaleBias, sampleCount, radius, sourceMip, destMip); /// - /// + /// Vertical gaussian blur pass /// - /// - /// - /// - /// - /// - /// - /// - /// - /// + /// Custom Pass Context. + /// Source to use for the gaussian blur. + /// Destination buffer of the gaussian blur. + /// Scale and bias to apply when sampling the source buffer + /// Scale and bias to apply when writing into the destination buffer. + /// Number of samples to use for the gaussian blur. A high number will impact performances. + /// Radius in pixel of the gaussian blur. + /// Source mip level to sample from. + /// Destination mip level to write to. public static void VerticalGaussianBlur(in CustomPassContext ctx, RTHandle source, RTHandle destination, Vector4 sourceScaleBias, Vector4 destScaleBias, int sampleCount = 8, float radius = 5, int sourceMip = 0, int destMip = 0) { if (source == destination) Debug.LogError("Can't blur the buffer. Source has to be different from the destination."); + if (source.rt.antiAliasing > 1 || destination.rt.antiAliasing > 1) + Debug.LogError($"GaussianBlur is not supported with MSAA buffers"); using (new ProfilingScope(ctx.cmd, verticalBlurSampler)) { @@ -166,34 +189,36 @@ public static void VerticalGaussianBlur(in CustomPassContext ctx, RTHandle sourc } /// - /// + /// Horizontal gaussian blur pass. /// - /// - /// - /// - /// - /// - /// - /// + /// Custom Pass Context. + /// Source to use for the gaussian blur. + /// Destination buffer of the gaussian blur. + /// Number of samples to use for the gaussian blur. A high number will impact performances. + /// Radius in pixel of the gaussian blur. + /// Source mip level to sample from. + /// Destination mip level to write to. public static void HorizontalGaussianBlur(in CustomPassContext ctx, RTHandle source, RTHandle destination, int sampleCount = 8, float radius = 5, int sourceMip = 0, int destMip = 0) => HorizontalGaussianBlur(ctx, source, destination, fullScreenScaleBias, fullScreenScaleBias, sampleCount, radius, sourceMip, destMip); /// - /// + /// Horizontal gaussian blur pass. /// - /// - /// - /// - /// - /// - /// - /// - /// - /// + /// Custom Pass Context. + /// Source to use for the gaussian blur. + /// Destination buffer of the gaussian blur. + /// Scale and bias to apply when sampling the source buffer. + /// Scale and bias to apply when writing into the destination buffer. + /// Number of samples to use for the gaussian blur. A high number will impact performances. + /// Radius in pixel of the gaussian blur. + /// Source mip level to sample from. + /// Destination mip level to write to. public static void HorizontalGaussianBlur(in CustomPassContext ctx, RTHandle source, RTHandle destination, Vector4 sourceScaleBias, Vector4 destScaleBias, int sampleCount = 8, float radius = 5, int sourceMip = 0, int destMip = 0) { if (source == destination) Debug.LogError("Can't blur the buffer. Source has to be different from the destination."); + if (source.rt.antiAliasing > 1 || destination.rt.antiAliasing > 1) + Debug.LogError($"GaussianBlur is not supported with MSAA buffers"); using (new ProfilingScope(ctx.cmd, horizontalBlurSampler)) { @@ -210,40 +235,42 @@ public static void HorizontalGaussianBlur(in CustomPassContext ctx, RTHandle sou } /// - /// + /// Gaussian Blur pass. /// - /// - /// - /// - /// - /// - /// - /// - /// - /// + /// Custom Pass Context. + /// Source to use for the gaussian blur. + /// Destination buffer of the gaussian blur. + /// Temporary render target to provide used internally to swap the result between blur passes. Can be half res if downsample is true. + /// Number of samples to use for the gaussian blur. A high number will impact performances. + /// Radius in pixel of the gaussian blur. + /// Source mip level to sample from. + /// Destination mip level to write to. + /// If true, will execute a downsample pass before the blur. It increases the performances of the blur. public static void GaussianBlur(in CustomPassContext ctx, RTHandle source, RTHandle destination, RTHandle tempTarget, int sampleCount = 9, float radius = 5, int sourceMip = 0, int destMip = 0, bool downSample = true) => GaussianBlur(ctx, source, destination, tempTarget, fullScreenScaleBias, fullScreenScaleBias, sampleCount, radius, sourceMip, destMip, downSample); /// - /// + /// Gaussian Blur pass. /// - /// - /// - /// - /// - /// - /// - /// - /// - /// - /// - /// + /// Custom Pass Context. + /// Source to use for the gaussian blur. + /// Destination buffer of the gaussian blur. + /// Temporary render target to provide used internally to swap the result between blur passes. Can be half res if downsample is true. + /// Scale and bias to apply when sampling the source buffer. + /// Scale and bias to apply when writing into the destination buffer. + /// Number of samples to use for the gaussian blur. A high number will impact performances. + /// Radius in pixel of the gaussian blur. + /// Source mip level to sample from. + /// Destination mip level to write to. + /// If true, will execute a downsample pass before the blur. It increases the performances of the blur. public static void GaussianBlur(in CustomPassContext ctx, RTHandle source, RTHandle destination, RTHandle tempTarget, Vector4 sourceScaleBias, Vector4 destScaleBias, int sampleCount = 9, float radius = 5, int sourceMip = 0, int destMip = 0, bool downSample = true) { if (source == tempTarget || destination == tempTarget) Debug.LogError("Can't blur the buffer. tempTarget has to be different from both source or destination."); if (tempTarget.scaleFactor.x != tempTarget.scaleFactor.y || (tempTarget.scaleFactor.x != 0.5f && tempTarget.scaleFactor.x != 1.0f)) Debug.LogError($"Can't blur the buffer. Only a scaleFactor of 0.5 or 1.0 is supported on tempTarget. Current scaleFactor: {tempTarget.scaleFactor}"); + if (source.rt.antiAliasing > 1 || destination.rt.antiAliasing > 1 || tempTarget.rt.antiAliasing > 1) + Debug.LogError($"GaussianBlur is not supported with MSAA buffers"); // Gaussian blur doesn't like even numbers if (sampleCount % 2 == 0) @@ -276,12 +303,13 @@ public static void GaussianBlur(in CustomPassContext ctx, RTHandle source, RTHan /// /// Simpler version of ScriptableRenderContext.DrawRenderers to draw HDRP materials. /// - /// - /// - /// - /// - /// - public static void DrawRenderers(in CustomPassContext ctx, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = CustomPass.RenderQueueType.All, Material overrideMaterial = null, int overideMaterialIndex = 0) + /// Custom Pass Context. + /// LayerMask to filter the objects to render. + /// Render Queue to filter the type of objects you want to render. + /// Optional material that will be used to render the objects. + /// Pass index to use for the override material. + /// The render states to override when rendering the objects. + public static void DrawRenderers(in CustomPassContext ctx, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = CustomPass.RenderQueueType.All, Material overrideMaterial = null, int overrideMaterialIndex = 0, RenderStateBlock overrideRenderState = default(RenderStateBlock)) { PerObjectData renderConfig = ctx.hdCamera.frameSettings.IsEnabled(FrameSettingsField.Shadowmask) ? HDUtils.k_RendererConfigurationBakedLightingWithShadowMask : HDUtils.k_RendererConfigurationBakedLighting; @@ -289,10 +317,12 @@ public static void DrawRenderers(in CustomPassContext ctx, LayerMask layerMask, { rendererConfiguration = renderConfig, renderQueueRange = GetRenderQueueRangeFromRenderQueueType(renderQueueFilter), - sortingCriteria = SortingCriteria.BackToFront, + sortingCriteria = SortingCriteria.CommonOpaque, + overrideMaterial = overrideMaterial, + overrideMaterialPassIndex = overrideMaterialIndex, excludeObjectMotionVectors = false, layerMask = layerMask, - stateBlock = new RenderStateBlock(RenderStateMask.Depth){ depthState = new DepthState(true, CompareFunction.LessEqual)}, + stateBlock = overrideRenderState, }; HDUtils.DrawRendererList(ctx.renderContext, ctx.cmd, RendererList.Create(result)); @@ -364,6 +394,168 @@ public static RenderQueueRange GetRenderQueueRangeFromRenderQueueType(CustomPass } } + /// + /// Disable the single-pass rendering (use in XR) + /// + public struct DisableSinglePassRendering : IDisposable + { + CustomPassContext m_Context; + + /// + /// Disable the single-pass rendering (use in XR) + /// + /// Custom Pass Context. + public DisableSinglePassRendering(in CustomPassContext ctx) + { + m_Context = ctx; + if (ctx.hdCamera.xr.enabled) + m_Context.hdCamera.xr.StartSinglePass(ctx.cmd); + } + + /// + /// Re-enable the single-pass rendering if it was enabled + /// + void IDisposable.Dispose() + { + if (m_Context.hdCamera.xr.enabled) + m_Context.hdCamera.xr.StopSinglePass(m_Context.cmd); + } + } + + /// + /// Render a list of objects from another camera point of view. + /// + /// Custom Pass Context. + /// The camera from where you want the objects to be rendered. + /// LayerMask to filter the objects to render. + /// Render Queue to filter the type of objects you want to render. + /// Optional material that will be used to render the objects. + /// Pass index to use for the override material. + /// The render states to override when rendering the objects. + public static void RenderFromCamera(in CustomPassContext ctx, Camera view, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = CustomPass.RenderQueueType.All, Material overrideMaterial = null, int overrideMaterialIndex = 0, RenderStateBlock overrideRenderState = default(RenderStateBlock)) + => RenderFromCamera(ctx, view, null, null, ClearFlag.None, layerMask, renderQueueFilter, overrideMaterial, overrideMaterialIndex, overrideRenderState); + + /// + /// Render a list of objects from another camera point of view. + /// + /// Custom Pass Context. + /// The camera from where you want the objects to be rendered. + /// The render target that will be bound to the color buffer before rendering + /// The render target that will be bound to the depth buffer before rendering + /// The type of clear to do before binding the render targets. + /// LayerMask to filter the objects to render. + /// Render Queue to filter the type of objects you want to render. + /// Optional material that will be used to render the objects. + /// Pass index to use for the override material. + /// The render states to override when rendering the objects. + public static void RenderFromCamera(in CustomPassContext ctx, Camera view, RTHandle targetColor, RTHandle targetDepth, ClearFlag clearFlag, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = CustomPass.RenderQueueType.All, Material overrideMaterial = null, int overrideMaterialIndex = 0, RenderStateBlock overrideRenderState = default(RenderStateBlock)) + { + if (targetColor != null && targetDepth != null) + CoreUtils.SetRenderTarget(ctx.cmd, targetColor, targetDepth, clearFlag); + else if (targetColor != null) + CoreUtils.SetRenderTarget(ctx.cmd, targetColor, clearFlag); + else if (targetDepth != null) + CoreUtils.SetRenderTarget(ctx.cmd, targetDepth, clearFlag); + + using (new DisableSinglePassRendering(ctx)) + { + using (new HDRenderPipeline.OverrideCameraRendering(ctx.cmd, view)) + { + using (new ProfilingScope(ctx.cmd, renderFromCameraSampler)) + DrawRenderers(ctx, layerMask, renderQueueFilter, overrideMaterial, overrideMaterialIndex, overrideRenderState); + } + } + } + + /// + /// Render eye space depth of objects from the view point of a camera into the color buffer. + /// + /// Custom Pass Context. + /// The camera from where you want the objects to be rendered. + /// LayerMask to filter the objects to render. + /// Render Queue to filter the type of objects you want to render. + /// The render states to override when rendering the objects. + public static void RenderDepthFromCamera(in CustomPassContext ctx, Camera view, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = CustomPass.RenderQueueType.All, RenderStateBlock overrideRenderState = default(RenderStateBlock)) + => RenderDepthFromCamera(ctx, view, null, null, ClearFlag.None, layerMask, renderQueueFilter, overrideRenderState); + + /// + /// Render eye space depth of objects from the view point of a camera into the color and depth buffers. + /// + /// Custom Pass Context. + /// The camera from where you want the objects to be rendered. + /// The render target that will be bound to the color buffer before rendering + /// The render target that will be bound to the depth buffer before rendering + /// The type of clear to do before binding the render targets. + /// LayerMask to filter the objects to render. + /// Render Queue to filter the type of objects you want to render. + /// The render states to override when rendering the objects. + public static void RenderDepthFromCamera(in CustomPassContext ctx, Camera view, RTHandle targetColor, RTHandle targetDepth, ClearFlag clearFlag, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = CustomPass.RenderQueueType.All, RenderStateBlock overrideRenderState = default(RenderStateBlock)) + { + using (new ProfilingScope(ctx.cmd, renderDepthFromCameraSampler)) + { + if (targetColor == null && targetDepth != null) + RenderFromCamera(ctx, view, targetColor, targetDepth, clearFlag, layerMask, renderQueueFilter, customPassRenderersUtilsMaterial, depthPassIndex, overrideRenderState); + else + RenderFromCamera(ctx, view, targetColor, targetDepth, clearFlag, layerMask, renderQueueFilter, customPassRenderersUtilsMaterial, depthToColorPassIndex, overrideRenderState); + } + } + + /// + /// Render world space normal of objects from the view point of a camera into the color buffer. + /// + /// Custom Pass Context. + /// The camera from where you want the objects to be rendered. + /// LayerMask to filter the objects to render. + /// Render Queue to filter the type of objects you want to render. + /// The render states to override when rendering the objects. + public static void RenderNormalFromCamera(in CustomPassContext ctx, Camera view, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = CustomPass.RenderQueueType.All, RenderStateBlock overrideRenderState = default(RenderStateBlock)) + => RenderNormalFromCamera(ctx, view, null, null, ClearFlag.None, layerMask, renderQueueFilter, overrideRenderState); + + /// + /// Render world space normal of objects from the view point of a camera into the color buffer. + /// + /// Custom Pass Context. + /// The camera from where you want the objects to be rendered. + /// The render target that will be bound to the color buffer before rendering + /// The render target that will be bound to the depth buffer before rendering + /// The type of clear to do before binding the render targets. + /// LayerMask to filter the objects to render. + /// Render Queue to filter the type of objects you want to render. + /// The render states to override when rendering the objects. + public static void RenderNormalFromCamera(in CustomPassContext ctx, Camera view, RTHandle targetColor, RTHandle targetDepth, ClearFlag clearFlag, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = CustomPass.RenderQueueType.All, RenderStateBlock overrideRenderState = default(RenderStateBlock)) + { + using (new ProfilingScope(ctx.cmd, renderNormalFromCameraSampler)) + RenderFromCamera(ctx, view, targetColor, targetDepth, clearFlag, layerMask, renderQueueFilter, customPassRenderersUtilsMaterial, normalToColorPassIndex, overrideRenderState); + } + + /// + /// Render world space tangent of objects from the view point of a camera into the color buffer. + /// + /// Custom Pass Context. + /// The camera from where you want the objects to be rendered. + /// LayerMask to filter the objects to render. + /// Render Queue to filter the type of objects you want to render. + /// The render states to override when rendering the objects. + public static void RenderTangentFromCamera(in CustomPassContext ctx, Camera view, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = CustomPass.RenderQueueType.All, RenderStateBlock overrideRenderState = default(RenderStateBlock)) + => RenderTangentFromCamera(ctx, view, null, null, ClearFlag.None, layerMask, renderQueueFilter, overrideRenderState); + + /// + /// Render world space tangent of objects from the view point of a camera into the color buffer + /// + /// Custom Pass Context. + /// The camera from where you want the objects to be rendered. + /// The render target that will be bound to the color buffer before rendering + /// The render target that will be bound to the depth buffer before rendering + /// The type of clear to do before binding the render targets. + /// LayerMask to filter the objects to render. + /// Render Queue to filter the type of objects you want to render. + /// The render states to override when rendering the objects. + public static void RenderTangentFromCamera(in CustomPassContext ctx, Camera view, RTHandle targetColor, RTHandle targetDepth, ClearFlag clearFlag, LayerMask layerMask, CustomPass.RenderQueueType renderQueueFilter = CustomPass.RenderQueueType.All, RenderStateBlock overrideRenderState = default(RenderStateBlock)) + { + using (new ProfilingScope(ctx.cmd, renderTangentFromCameraSampler)) + RenderFromCamera(ctx, view, targetColor, targetDepth, clearFlag, layerMask, renderQueueFilter, customPassRenderersUtilsMaterial, tangentToColorPassIndex, overrideRenderState); + } + // TODO when rendergraph is available: a PostProcess pass which does the copy with a temp target internal static void Cleanup() diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPipelineResources.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPipelineResources.cs index 3a98956a933..f0c7d767cca 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPipelineResources.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPipelineResources.cs @@ -169,6 +169,8 @@ public sealed class ShaderResources public ComputeShader clearUIntTextureCS; [Reload("Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassUtils.shader")] public Shader customPassUtils; + [Reload("Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderersUtils.shader")] + public Shader customPassRenderersUtils; // XR [Reload("Runtime/ShaderLibrary/XRMirrorView.shader")] diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineResources.asset b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineResources.asset index add31419125..3a82d35e65d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineResources.asset +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineResources.asset @@ -115,13 +115,11 @@ MonoBehaviour: type: 3} encodeBC6HCS: {fileID: 7200000, guid: aa922d239de60304f964e24488559eeb, type: 3} cubeToPanoPS: {fileID: 4800000, guid: 595434cc3b6405246b6cd3086d0b6f7d, type: 3} - blitCubeTextureFacePS: {fileID: 4800000, guid: d850d0a2481878d4bbf17e5126b04163, - type: 3} - filterAreaLightCookiesPS: {fileID: 4800000, guid: c243aac96dda5fa40bed693ed5ba02c4, - type: 3} - clearUIntTextureCS: {fileID: 7200000, guid: d067ad4b88af51c498875426894aef76, - type: 3} customPassUtils: {fileID: 4800000, guid: 7e3722d0388000848acb25fd3cc8c088, type: 3} + customPassRenderersUtils: {fileID: 4800000, guid: cef5ba33ee5063d4c8b495d2292e394d, type: 3} + blitCubeTextureFacePS: {fileID: 4800000, guid: d850d0a2481878d4bbf17e5126b04163, type: 3} + filterAreaLightCookiesPS: {fileID: 4800000, guid: c243aac96dda5fa40bed693ed5ba02c4, type: 3} + clearUIntTextureCS: {fileID: 7200000, guid: d067ad4b88af51c498875426894aef76, type: 3} xrMirrorViewPS: {fileID: 4800000, guid: e6255f98cf405eb45ab6f9006cf11e1f, type: 3} xrOcclusionMeshPS: {fileID: 4800000, guid: 46a45b32bb110604fb36216b63bcdb81, type: 3} shadowClearPS: {fileID: 4800000, guid: e3cab24f27741f44d8af1e94d006267c, type: 3}