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uv.y; + float2 px = math.saturate(uv) * RenderTargetDimension; + int2 xy = (int2)px; + //Debug.Log($"{viewportSpace} {uv} {px} {xy}"); + return xy.y * RenderTargetDimension.x + xy.x; + } + + private static float3 UnpackNormal(float3 packedNormal) + { + return packedNormal.xyz * 2.0f - 1.0f; + } + + private void Start() + { + m_Camera = GetComponent(); + m_Targets = FindObjectsOfType(); + m_RenderRequests = new List(); + m_Failed = new Dictionary(); + + Camera.RenderRequest requestPosition = new Camera.RenderRequest( + Camera.RenderRequestMode.WorldPosition, + MakeRenderTarget(kVectorFormat)); + m_RenderRequests.Add(requestPosition); + + Camera.RenderRequest requestNormal = new Camera.RenderRequest( + Camera.RenderRequestMode.Normal, + MakeRenderTarget(kVectorFormat)); + m_RenderRequests.Add(requestNormal); + + Camera.RenderRequest requestObjectId = new Camera.RenderRequest( + Camera.RenderRequestMode.ObjectId, + MakeRenderTarget(kIdFormat)); + m_RenderRequests.Add(requestObjectId); + + m_Camera.SubmitRenderRequests(m_RenderRequests); + + var readbackPosition = AsyncGPUReadback.Request(requestPosition.result); + var readbackNormal = AsyncGPUReadback.Request(requestNormal.result); + var readbackObjectId = AsyncGPUReadback.Request(requestObjectId.result); + + AsyncGPUReadback.WaitAllRequests(); + + ValidatePosition(readbackPosition); + ValidateNormal(readbackNormal); + ValidateObjectId(readbackObjectId); + + UpdateTestText(); + } + + private void UpdateTestText() + { + foreach (var t in m_Targets) + { + t.SetTestText(m_Camera, m_Failed.ContainsKey(t) ? "FAILED" : "OK"); + } + } + + private void OnGUI() + { + if (debugMode == Camera.RenderRequestMode.None) + return; + + foreach (var r in m_RenderRequests) + { + if (r.mode == debugMode) + { + GUI.DrawTexture(m_Camera.pixelRect, r.result, ScaleMode.ScaleToFit, false); + return; + } + } + } + + private void Validate(RenderRequestTestTarget t, float3 actual, float3 expected, Camera.RenderRequestMode mode) + { + float diff = math.length(actual - expected); + if (diff > kVectorTolerance) + { + m_Failed[t] = true; + Debug.LogError($"Mode {mode} failed for {t}: {actual} vs {expected}, diff {diff}"); + } + } + + private void Validate(RenderRequestTestTarget t, int actual, int expected, Camera.RenderRequestMode mode) + { + if (actual != expected) + { + m_Failed[t] = true; + Debug.LogError($"Mode {mode} failed for {t}: {actual} vs {expected}"); + } + } + + private void ValidatePosition(AsyncGPUReadbackRequest readbackPosition) + { + var positions = readbackPosition.GetData(); + + foreach (var t in m_Targets) + { + float3 viewportSpacePos = t.ViewportSpacePosition(m_Camera); + var actualPosition = positions[ReadbackDataIndex(viewportSpacePos)].xyz; + var expectedPosition = t.ExpectedWorldPosition(m_Camera); + Validate(t, actualPosition, expectedPosition, Camera.RenderRequestMode.WorldPosition); + } + } + + private void ValidateNormal(AsyncGPUReadbackRequest readbackNormal) + { + var normals = readbackNormal.GetData(); + + foreach (var t in m_Targets) + { + float3 viewportSpacePos = t.ViewportSpacePosition(m_Camera); + var actualNormal = UnpackNormal(normals[ReadbackDataIndex(viewportSpacePos)].xyz); + var expectedNormal = t.ExpectedWorldNormal(m_Camera); + Validate(t, actualNormal, expectedNormal, Camera.RenderRequestMode.Normal); + } + } + + private void ValidateObjectId(AsyncGPUReadbackRequest readbackObjectId) + { + var objectIds = readbackObjectId.GetData(); + + foreach (var t in m_Targets) + { + float3 viewportSpacePos = t.ViewportSpacePosition(m_Camera); + var actualId = objectIds[ReadbackDataIndex(viewportSpacePos)]; + var expectedId = t.ExpectedObjectId(); + Validate(t, actualId, expectedId, Camera.RenderRequestMode.ObjectId); + } + } + + private void OnDisable() + { + Dispose(); + } + + private void Dispose() + { + foreach (var rr in m_RenderRequests) + rr.result.Release(); + } +} diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9905_SubmitRenderRequests/RenderRequestTestCamera.cs.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9905_SubmitRenderRequests/RenderRequestTestCamera.cs.meta new file mode 100644 index 00000000000..5f17ce45ac3 --- /dev/null +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9905_SubmitRenderRequests/RenderRequestTestCamera.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ae76c34dbf10ce14fafae7598b6fba21 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + 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ExpectedWorldNormal(Camera viewedFrom) + { + return (viewedFrom.transform.position - transform.position).normalized; + } + + public int ExpectedObjectId() + { + return GetComponent().GetInstanceID(); + } + + public float3 ViewportSpacePosition(Camera camera) + { + return camera.WorldToViewportPoint(transform.position); + } + + public void SetTestText(Camera camera, string text) + { + float2 xy = ((float3)camera.WorldToScreenPoint(transform.position)).xy; + + m_Text = text; + m_TextRect = new Rect(xy.x + kTextOffsetX, camera.pixelHeight - xy.y + kTextOffsetY, kTextDim, kTextDim); + } + + void OnGUI() + { + if (m_Text != null) + GUI.Label(m_TextRect, m_Text); + } +} diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9905_SubmitRenderRequests/RenderRequestTestTarget.cs.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9905_SubmitRenderRequests/RenderRequestTestTarget.cs.meta new file mode 100644 index 00000000000..0e3f3fe56ed --- /dev/null +++ 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"UnityEditor.ShaderGraph.Vector1MaterialSlot", + "m_ObjectId": "ea79c09fd5d2408092b1af1206e6346a", + "m_Id": 0, + "m_DisplayName": "Alpha", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "Alpha", + "m_StageCapability": 2, + "m_Value": 1.0, + "m_DefaultValue": 1.0, + "m_Labels": [] +} + diff --git a/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/260_SubmitRenderRequests/Materials/UnlitShaderGraphTransparent.shadergraph.meta b/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/260_SubmitRenderRequests/Materials/UnlitShaderGraphTransparent.shadergraph.meta new file mode 100644 index 00000000000..618c873d5d9 --- /dev/null +++ b/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/260_SubmitRenderRequests/Materials/UnlitShaderGraphTransparent.shadergraph.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 6c571b8dbbc6b164b8aebbdb4cc366c7 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/260_SubmitRenderRequests/RenderRequestTestCamera.cs b/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/260_SubmitRenderRequests/RenderRequestTestCamera.cs new file mode 100644 index 00000000000..3d48aff402d --- /dev/null +++ b/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/260_SubmitRenderRequests/RenderRequestTestCamera.cs @@ -0,0 +1,184 @@ +// #define DEBUG_GPU_CAPTURE + +using System; +using System.Collections.Generic; +using Unity.Mathematics; +using UnityEngine; +using UnityEngine.Experimental.Rendering; +using UnityEngine.Rendering; + +public class RenderRequestTestCamera : MonoBehaviour +{ + public Camera.RenderRequestMode debugMode = Camera.RenderRequestMode.None; + public bool debugRenderEachFrame = false; + + private Camera m_Camera; + private RenderRequestTestTarget[] m_Targets; + private Dictionary m_Failed; + + private List m_RenderRequests; + private const int kRenderTargetDimension = 1024; + private const GraphicsFormat kVectorFormat = GraphicsFormat.R32G32B32A32_SFloat; + private const GraphicsFormat kIdFormat = GraphicsFormat.R8G8B8A8_UNorm; + private const float kVectorTolerance = 0.1f; + + private int2 RenderTargetDimension => new int2(m_Camera.pixelWidth, m_Camera.pixelHeight); + + private RenderTexture MakeRenderTarget(GraphicsFormat fmt) => + new RenderTexture(RenderTargetDimension.x, RenderTargetDimension.y, + fmt, + GraphicsFormat.D32_SFloat); + + private int ReadbackDataIndex(float3 viewportSpace) + { + float2 uv = viewportSpace.xy; + float2 px = math.saturate(uv) * RenderTargetDimension; + int2 xy = (int2)px; + return xy.y * RenderTargetDimension.x + xy.x; + } + + private static float3 UnpackNormal(float3 packedNormal) + { + return packedNormal.xyz * 2.0f - 1.0f; + } + + private void Start() + { +#if DEBUG_GPU_CAPTURE + ExternalGPUProfiler.BeginGPUCapture(); +#endif + + m_Camera = GetComponent(); + m_Targets = FindObjectsOfType(); + m_RenderRequests = new List(); + m_Failed = new Dictionary(); + + Camera.RenderRequest requestPosition = new Camera.RenderRequest( + Camera.RenderRequestMode.WorldPosition, + MakeRenderTarget(kVectorFormat)); + m_RenderRequests.Add(requestPosition); + + Camera.RenderRequest requestNormal = new Camera.RenderRequest( + Camera.RenderRequestMode.Normal, + MakeRenderTarget(kVectorFormat)); + m_RenderRequests.Add(requestNormal); + + Camera.RenderRequest requestObjectId = new Camera.RenderRequest( + Camera.RenderRequestMode.ObjectId, + MakeRenderTarget(kIdFormat)); + m_RenderRequests.Add(requestObjectId); + + m_Camera.SubmitRenderRequests(m_RenderRequests); + + var readbackPosition = AsyncGPUReadback.Request(requestPosition.result); + var readbackNormal = AsyncGPUReadback.Request(requestNormal.result); + var readbackObjectId = AsyncGPUReadback.Request(requestObjectId.result); + + AsyncGPUReadback.WaitAllRequests(); + +#if DEBUG_GPU_CAPTURE + ExternalGPUProfiler.EndGPUCapture(); +#endif + + ValidatePosition(readbackPosition); + ValidateNormal(readbackNormal); + ValidateObjectId(readbackObjectId); + + UpdateTestText(); + } + + private void UpdateTestText() + { + foreach (var t in m_Targets) + { + t.SetTestText(m_Camera, m_Failed.ContainsKey(t) ? "FAILED" : "OK"); + } + } + + private void OnGUI() + { + if (debugMode == Camera.RenderRequestMode.None) + return; + + foreach (var r in m_RenderRequests) + { + if (r.mode == debugMode) + { + if (debugRenderEachFrame) + m_Camera.SubmitRenderRequests(new List { r }); + + GUI.DrawTexture(m_Camera.pixelRect, r.result, ScaleMode.ScaleToFit, false); + return; + } + } + } + + private void Validate(RenderRequestTestTarget t, float3 actual, float3 expected, Camera.RenderRequestMode mode) + { + float diff = math.length(actual - expected); + if (diff > kVectorTolerance) + { + m_Failed[t] = true; + Debug.LogError($"Mode {mode} failed for {t}: {actual} vs {expected}, diff {diff}"); + } + } + + private void Validate(RenderRequestTestTarget t, int actual, int expected, Camera.RenderRequestMode mode) + { + if (actual != expected) + { + m_Failed[t] = true; + Debug.LogError($"Mode {mode} failed for {t}: {actual} vs {expected}"); + } + } + + private void ValidatePosition(AsyncGPUReadbackRequest readbackPosition) + { + var positions = readbackPosition.GetData(); + + foreach (var t in m_Targets) + { + float3 viewportSpacePos = t.ViewportSpacePosition(m_Camera); + var actualPosition = positions[ReadbackDataIndex(viewportSpacePos)].xyz; + var expectedPosition = t.ExpectedWorldPosition(m_Camera); + Validate(t, actualPosition, expectedPosition, Camera.RenderRequestMode.WorldPosition); + } + } + + private void ValidateNormal(AsyncGPUReadbackRequest readbackNormal) + { + var normals = readbackNormal.GetData(); + + foreach (var t in m_Targets) + { + float3 viewportSpacePos = t.ViewportSpacePosition(m_Camera); + var actualNormal = UnpackNormal(normals[ReadbackDataIndex(viewportSpacePos)].xyz); + var expectedNormal = t.ExpectedWorldNormal(m_Camera); + Validate(t, actualNormal, expectedNormal, Camera.RenderRequestMode.Normal); + } + } + + private void ValidateObjectId(AsyncGPUReadbackRequest readbackObjectId) + { + var objectIds = readbackObjectId.GetData(); + + foreach (var t in m_Targets) + { + float3 viewportSpacePos = t.ViewportSpacePosition(m_Camera); + var actualId = objectIds[ReadbackDataIndex(viewportSpacePos)]; + var expectedId = t.ExpectedObjectId(); + Validate(t, actualId, expectedId, Camera.RenderRequestMode.ObjectId); + } + } + + private void OnDisable() + { + Dispose(); + } + + private void Dispose() + { + foreach (var rr in m_RenderRequests) + rr.result.Release(); + } +} diff --git a/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/260_SubmitRenderRequests/RenderRequestTestCamera.cs.meta b/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/260_SubmitRenderRequests/RenderRequestTestCamera.cs.meta new file mode 100644 index 00000000000..791201d5260 --- /dev/null +++ b/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/260_SubmitRenderRequests/RenderRequestTestCamera.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c792c2243199422fa8f678c662225005 +timeCreated: 1638296991 \ No newline at end of file diff --git a/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/260_SubmitRenderRequests/RenderRequestTestTarget.cs b/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/260_SubmitRenderRequests/RenderRequestTestTarget.cs new file mode 100644 index 00000000000..73f9c0eb243 --- /dev/null +++ b/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/260_SubmitRenderRequests/RenderRequestTestTarget.cs @@ -0,0 +1,48 @@ +using Unity.Mathematics; +using UnityEngine; +using UnityEngine.Rendering; + +public class RenderRequestTestTarget : MonoBehaviour +{ + private string m_Text = null; + private Rect m_TextRect; + + private float Radius => transform.localScale.x / 2.0f; + private const int kTextOffsetX = -20; + private const int kTextOffsetY = -10; + private const int kTextDim = 100; + + public float3 ExpectedWorldPosition(Camera viewedFrom) + { + return (float3)transform.position + ExpectedWorldNormal(viewedFrom) * Radius; + } + + public float3 ExpectedWorldNormal(Camera viewedFrom) + { + return (viewedFrom.transform.position - transform.position).normalized; + } + + public int ExpectedObjectId() + { + return GetComponent().GetInstanceID(); + } + + public float3 ViewportSpacePosition(Camera camera) + { + return camera.WorldToViewportPoint(transform.position); + } + + public void SetTestText(Camera camera, string text) + { + float2 xy = ((float3)camera.WorldToScreenPoint(transform.position)).xy; + + m_Text = text; + m_TextRect = new Rect(xy.x + kTextOffsetX, camera.pixelHeight - xy.y + kTextOffsetY, kTextDim, kTextDim); + } + + void OnGUI() + { + if (m_Text != null) + GUI.Label(m_TextRect, m_Text); + } +} diff --git a/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/260_SubmitRenderRequests/RenderRequestTestTarget.cs.meta b/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/260_SubmitRenderRequests/RenderRequestTestTarget.cs.meta new file mode 100644 index 00000000000..741d96ffeb5 --- /dev/null +++ b/TestProjects/UniversalGraphicsTest_Foundation/Assets/Scenes/260_SubmitRenderRequests/RenderRequestTestTarget.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 3495ffbb06594629b06dfbf0ca842d78 +timeCreated: 1638296962 \ No newline at end of file diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index dff04cba77e..bacdbd1f279 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -32,7 +32,6 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed texture gather macros for GLCore and moved them from target 4.6 to target 4.5. - Fixed cubemap array macros for GLCore. - Fixed regression on ResourceReloader due to change for supporting built-in resources. -- Fixed issue with debug markers in Unity Profiler in deep profiler mode ## [14.0.0] - 2021-11-17 diff --git a/com.unity.render-pipelines.core/Runtime/Debugging/ProfilingScope.cs b/com.unity.render-pipelines.core/Runtime/Debugging/ProfilingScope.cs index 7a65d9ff979..3303250e4ee 100644 --- a/com.unity.render-pipelines.core/Runtime/Debugging/ProfilingScope.cs +++ b/com.unity.render-pipelines.core/Runtime/Debugging/ProfilingScope.cs @@ -11,7 +11,6 @@ using System.Linq; using System.Collections.Generic; using UnityEngine.Profiling; -using Unity.Profiling; namespace UnityEngine.Rendering @@ -54,7 +53,6 @@ public TProfilingSampler(string name) /// Wrapper around CPU and GPU profiling samplers. /// Use this along ProfilingScope to profile a piece of code. /// - [IgnoredByDeepProfiler] public class ProfilingSampler { /// @@ -223,7 +221,6 @@ public bool enableRecording /// /// Scoped Profiling markers /// - [IgnoredByDeepProfiler] public struct ProfilingScope : IDisposable { CommandBuffer m_Cmd; @@ -304,7 +301,6 @@ public void Dispose() /// Profiling Sampler class. /// [System.Obsolete("Please use ProfilingScope")] - [IgnoredByDeepProfiler] public struct ProfilingSample : IDisposable { readonly CommandBuffer m_Cmd; diff --git a/com.unity.render-pipelines.core/ShaderLibrary/DataExtraction.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/DataExtraction.hlsl new file mode 100644 index 00000000000..62a8deff4bc --- /dev/null +++ b/com.unity.render-pipelines.core/ShaderLibrary/DataExtraction.hlsl @@ -0,0 +1,79 @@ +#ifndef UNITY_DATA_EXTRACTION_INCLUDED +#define UNITY_DATA_EXTRACTION_INCLUDED + +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl" + +// These correspond to UnityEngine.Camera.RenderRequestMode enum values +#define RENDER_OBJECT_ID 1 +#define RENDER_DEPTH 2 +#define RENDER_WORLD_NORMALS_FACE_RGB 3 +#define RENDER_WORLD_POSITION_RGB 4 +#define RENDER_ENTITY_ID 5 +#define RENDER_BASE_COLOR_RGBA 6 +#define RENDER_SPECULAR_RGB 7 +#define RENDER_METALLIC_R 8 +#define RENDER_EMISSION_RGB 9 +#define RENDER_WORLD_NORMALS_PIXEL_RGB 10 +#define RENDER_SMOOTHNESS_R 11 +#define RENDER_OCCLUSION_R 12 +#define RENDER_DIFFUSE_COLOR_RGBA 13 +#define RENDER_OUTLINE_MASK 14 + +float4 ComputeEntityPickingValue(uint entityID) +{ + // Add 1 to the ID, so the entity ID 0 gets a value that is not equal + // to the clear value. + uint pickingValue = entityID + 1; + return PackId32ToRGBA8888(pickingValue); +} + +uint LoadInstanceID() +{ + // SRP rendering loop supplies instance ID in unity_LODFade.z + return asuint(unity_LODFade.z); +} + +float4 ComputePickingValue(bool pickingEntityId) +{ +#ifdef UNITY_DOTS_INSTANCING_ENABLED + // When rendering EntityIds, GameObjects output EntityId = 0 + if (pickingEntityId) + return ComputeEntityPickingValue(unity_EntityId.x); + else + return float4(0, 0, 0, 0); +#else + // When rendering ObjectIds, Entities output ObjectId = 0 + if (!pickingEntityId) + return PackId32ToRGBA8888(LoadInstanceID()); + else + return float4(0, 0, 0, 0); +#endif +} + +float4 ComputeSelectionMask(float objectGroupId, float3 ndcWithZ, TEXTURE2D_PARAM(depthBuffer, sampler_depthBuffer)) +{ + // float sceneZ = SAMPLE_TEXTURE2D(depthBuffer, sampler_depthBuffer, ndcWithZ.xy).r; + // Use LOAD so this is compatible with MSAA. Original SAMPLE kept here for reference. + float2 depthBufferSize; + depthBuffer.GetDimensions(depthBufferSize.x, depthBufferSize.y); + float2 unnormalizedUV = depthBufferSize * ndcWithZ.xy; + float sceneZ = LOAD_TEXTURE2D(depthBuffer, unnormalizedUV).r; + + // Use a small multiplicative Z bias to make it less likely for objects to self occlude in the outline buffer + static const float zBias = 0.02; +#if UNITY_REVERSED_Z + float pixelZ = ndcWithZ.z * (1 + zBias); + bool occluded = pixelZ < sceneZ; +#else + float pixelZ = ndcWithZ.z * (1 - zBias); + bool occluded = pixelZ > sceneZ; +#endif + // Red channel = unique identifier, can be used to separate groups of objects from each other + // to get outlines between them. + // Green channel = occluded behind depth buffer (0) or not occluded (1) + // Blue channel = always 1 = not cleared to zero = there's an outlined object at this pixel + return float4(objectGroupId, occluded ? 0 : 1, 1, 1); +} + +#endif + diff --git a/com.unity.render-pipelines.core/ShaderLibrary/DataExtraction.hlsl.meta b/com.unity.render-pipelines.core/ShaderLibrary/DataExtraction.hlsl.meta new file mode 100644 index 00000000000..ea297aec8c8 --- /dev/null +++ b/com.unity.render-pipelines.core/ShaderLibrary/DataExtraction.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 965fa5489d30d1144bf48e1eea5b4458 +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl index 76e398ada4e..3e842e0900b 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl @@ -177,6 +177,13 @@ real3 UnpackNormalRGBNoScale(real4 packedNormal) return packedNormal.rgb * 2.0 - 1.0; } +real3 PackNormalRGB(real3 normal, real scale = 1.0) +{ + normal = normal * 0.5 + 0.5; + normal.xy *= scale; + return normal; +} + real3 UnpackNormalAG(real4 packedNormal, real scale = 1.0) { real3 normal; @@ -574,6 +581,21 @@ float2 Unpack888ToFloat2(float3 x) return Unpack888UIntToFloat2(i); } +// Pack a 32-bit integer into four 8-bit color channels such that the integer can be +// exactly reconstructed afterwards. +float4 PackId32ToRGBA8888(uint id32) +{ + uint b0 = (id32 >> 0) & 0xff; + uint b1 = (id32 >> 8) & 0xff; + uint b2 = (id32 >> 16) & 0xff; + uint b3 = (id32 >> 24) & 0xff; + float f0 = (float)b0 / 255.0f; + float f1 = (float)b1 / 255.0f; + float f2 = (float)b2 / 255.0f; + float f3 = (float)b3 / 255.0f; + return float4(f0, f1, f2, f3); +} + #endif // SHADER_API_GLES // Pack 2 float values from the [0, 1] range, to an 8 bits float from the [0, 1] range diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs index 834f87d0a6c..5a656fe71a3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs @@ -254,6 +254,7 @@ internal enum HDProfileId AOVExecute, AOVOutput, + RenderSceneSelection, #if ENABLE_VIRTUALTEXTURES VTFeedbackDownsample, #endif 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 656a55e5514..95dbd422a12 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -6,6 +6,7 @@ using UnityEngine.Experimental.GlobalIllumination; using UnityEngine.Experimental.Rendering; using UnityEngine.Experimental.Rendering.RenderGraphModule; +using UnityEngine.Rendering.HighDefinition.Attributes; using UnityEngine.Rendering.RendererUtils; #if UNITY_EDITOR @@ -131,6 +132,9 @@ internal static HDRenderPipeline currentPipeline Lazy m_CustomPassColorBuffer; Lazy m_CustomPassDepthBuffer; + // These are used to pass scene selection settings to the method that renders it + Camera.RenderRequestMode m_SceneSelectionMode; + RenderTexture m_SceneSelectionTarget; // Constant Buffers ShaderVariablesGlobal m_ShaderVariablesGlobalCB = new ShaderVariablesGlobal(); @@ -2372,6 +2376,178 @@ out ScriptableCullingParameters cullingParams return true; } + private bool IsSceneSelectionRequest(Camera.RenderRequest renderRequest) + { + switch (renderRequest.mode) + { + case Camera.RenderRequestMode.EntityId: + case Camera.RenderRequestMode.ObjectId: + case Camera.RenderRequestMode.SelectionMask: + return true; + default: + return false; + } + } + + protected override void ProcessRenderRequests(ScriptableRenderContext renderContext, Camera camera, List renderRequests) + { + var previousRT = RenderTexture.active; + RenderTexture.active = null; + + // Process RenderRequests in two batches. First, process every SceneSelection request, which + // is handled using a special codepath. Then, process every other request, which will go through + // the AOV system. + try + { + foreach (var request in renderRequests) + { + if (!IsSceneSelectionRequest(request)) + continue; + + var additionalCameraData = camera.GetComponent(); + if (additionalCameraData == null) + { + camera.gameObject.AddComponent(); + additionalCameraData = camera.GetComponent(); + } + + try + { + additionalCameraData.customRender += RenderSceneSelectionRequest; + m_SceneSelectionMode = request.mode; + m_SceneSelectionTarget = request.result; + Render(renderContext, new[] {camera}); + // Clear the target field to make sure we're not leaking a reference to it + m_SceneSelectionTarget = null; + } + finally + { + additionalCameraData.customRender -= RenderSceneSelectionRequest; + } + } + + bool haveAOVRequests = false; + var requests = new AOVRequestBuilder(); + foreach (var request in renderRequests) + { + if (IsSceneSelectionRequest(request) || request.mode == Camera.RenderRequestMode.None) + continue; + + var aovRequest = AOVRequest.NewDefault().SetRenderRequestMode(request.mode); + var aovBuffers = AOVBuffers.Color; + if (request.mode == Camera.RenderRequestMode.Depth || + request.mode == Camera.RenderRequestMode.WorldPosition) + aovBuffers = AOVBuffers.Output; + + requests.Add( + aovRequest, + // NOTE: RTHandles.Alloc is never allocated because the texture is passed in explicitly. + (AOVBuffers aovBufferId) => RTHandles.Alloc(request.result), + null, + new[] {aovBuffers}, + (cmd, textures, properties) => + { + }); + + haveAOVRequests = true; + } + + if (haveAOVRequests) + { + var additionalCameraData = camera.GetComponent(); + if (additionalCameraData == null) + { + camera.gameObject.AddComponent(); + additionalCameraData = camera.GetComponent(); + } + + additionalCameraData.SetAOVRequests(requests.Build()); + + Render(renderContext, new[] {camera}); + + additionalCameraData.SetAOVRequests(null); + } + } + finally + { + RenderTexture.active = previousRT; + } + } + + void RenderSceneSelectionRequest(ScriptableRenderContext context, HDCamera hdCamera) + { + var cmd = CommandBufferPool.Get("RenderSceneSelectionRequest"); + + using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.RenderSceneSelection))) + { + cmd.SetRenderTarget(m_SceneSelectionTarget); + cmd.ClearRenderTarget(true, true, Color.clear); + cmd.SetGlobalInt("_ObjectId", 0); + cmd.SetGlobalInt("_PassValue", 1); + cmd.SetGlobalVector("_SelectionID", new Vector4((float)(int)m_SceneSelectionMode, 0, 0, 0)); + + hdCamera.UpdateShaderVariablesGlobalCB(ref m_ShaderVariablesGlobalCB, 0); + ConstantBuffer.PushGlobal(cmd, m_ShaderVariablesGlobalCB, HDShaderIDs._ShaderVariablesGlobal); + + var camera = hdCamera.camera; + camera.TryGetCullingParameters(out var cullingParameters); + var cullingResults = context.Cull(ref cullingParameters); + + var renderState = new RenderStateBlock(RenderStateMask.Nothing); + + ShaderTagId shaderTagId; + switch (m_SceneSelectionMode) + { + case Camera.RenderRequestMode.ObjectId: + case Camera.RenderRequestMode.EntityId: + shaderTagId = new ShaderTagId("Picking"); + // Turn backface culling off. HDRP Picking passes set "Cull Off" regardless, but things + // don't seem to always work properly unless it's done here as well. + renderState.rasterState = new RasterState(CullMode.Off); + renderState.mask = RenderStateMask.Raster; + break; + case Camera.RenderRequestMode.SelectionMask: + shaderTagId = new ShaderTagId("SceneSelectionPass"); + renderState.rasterState = new RasterState(CullMode.Back, 0, -0.02f); + // There is no Z buffer for selection mask, use blending to make sure "unoccluded" (G = 1) values + // always remain on top. + renderState.blendState = new BlendState + { + blendState0 = new RenderTargetBlendState + { + colorBlendOperation = BlendOp.Max, + sourceColorBlendMode = BlendMode.One, + destinationColorBlendMode = BlendMode.One, + alphaBlendOperation = BlendOp.Max, + sourceAlphaBlendMode = BlendMode.One, + destinationAlphaBlendMode = BlendMode.One, + writeMask = ColorWriteMask.Green | ColorWriteMask.Blue | ColorWriteMask.Alpha, + } + }; + renderState.depthState = new DepthState {compareFunction = CompareFunction.Always, writeEnabled = false}; + renderState.mask = RenderStateMask.Everything; + break; + default: + return; + } + + var drawingSettings = new DrawingSettings( + shaderTagId, + new SortingSettings(camera) { criteria = SortingCriteria.None}); + + var filteringSettings = FilteringSettings.defaultValue; + + context.ExecuteCommandBuffer(cmd); + context.DrawRenderers( + cullingResults, + ref drawingSettings, + ref filteringSettings, + ref renderState); + } + + CommandBufferPool.Release(cmd); + } + static void OverrideCullingForRayTracing(HDCamera hdCamera, Camera camera, ref ScriptableCullingParameters cullingParams) { var rayTracingSetting = hdCamera.volumeStack.GetComponent(); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs index 9e45094a18d..c6be9455c85 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs @@ -54,6 +54,7 @@ public unsafe struct AOVRequest m_MaterialProperty = MaterialSharedProperty.None, m_LightingProperty = LightingProperty.None, m_DebugFullScreen = DebugFullScreen.None, + m_RequestMode = Camera.RenderRequestMode.None, m_LightFilterProperty = DebugLightFilterMode.None, m_OverrideRenderFormat = false }; @@ -61,6 +62,7 @@ public unsafe struct AOVRequest MaterialSharedProperty m_MaterialProperty; LightingProperty m_LightingProperty; DebugLightFilterMode m_LightFilterProperty; + Camera.RenderRequestMode m_RequestMode; DebugFullScreen m_DebugFullScreen; // When this variable is true, HDRP will render internally with the graphics format of teh user provided AOV output buffer @@ -84,6 +86,7 @@ public AOVRequest(AOVRequest other) m_MaterialProperty = other.m_MaterialProperty; m_LightingProperty = other.m_LightingProperty; m_DebugFullScreen = other.m_DebugFullScreen; + m_RequestMode = other.m_RequestMode; m_LightFilterProperty = other.m_LightFilterProperty; m_OverrideRenderFormat = other.m_OverrideRenderFormat; } @@ -133,6 +136,15 @@ public ref AOVRequest SetOverrideRenderFormat(bool flag) return ref *thisPtr; } + /// State the property to render. In case of several SetRenderRequestMode chained call, only last will be used. + /// The property to render. + /// A ref return to chain calls. + public ref AOVRequest SetRenderRequestMode(Camera.RenderRequestMode requestMode) + { + m_RequestMode = requestMode; + return ref *thisPtr; + } + /// /// Populate the debug display settings with the AOV data. /// @@ -196,6 +208,48 @@ public void FillDebugData(DebugDisplaySettings debug) default: throw new ArgumentException("Unknown DebugFullScreen"); } + + if (m_RequestMode != Camera.RenderRequestMode.None) + { + switch (m_RequestMode) + { + case Camera.RenderRequestMode.Depth: + debug.SetFullScreenDebugMode(FullScreenDebugMode.DepthPyramid); + break; + case Camera.RenderRequestMode.VertexNormal: + debug.SetDebugViewVarying(DebugViewVarying.VertexNormalWS); + break; + case Camera.RenderRequestMode.WorldPosition: + debug.SetFullScreenDebugMode(FullScreenDebugMode.WorldSpacePosition); + break; + case Camera.RenderRequestMode.BaseColor: + debug.SetDebugViewCommonMaterialProperty(MaterialSharedProperty.Albedo); + break; + case Camera.RenderRequestMode.SpecularColor: + debug.SetDebugViewCommonMaterialProperty(MaterialSharedProperty.Specular); + break; + case Camera.RenderRequestMode.Metallic: + debug.SetDebugViewCommonMaterialProperty(MaterialSharedProperty.Metal); + break; + case Camera.RenderRequestMode.Emission: + debug.SetDebugLightingMode(DebugLightingMode.EmissiveLighting); + break; + case Camera.RenderRequestMode.Normal: + debug.SetDebugViewCommonMaterialProperty(MaterialSharedProperty.Normal); + break; + case Camera.RenderRequestMode.Smoothness: + debug.SetDebugViewCommonMaterialProperty(MaterialSharedProperty.Smoothness); + break; + case Camera.RenderRequestMode.Occlusion: + debug.SetDebugViewCommonMaterialProperty(MaterialSharedProperty.AmbientOcclusion); + break; + case Camera.RenderRequestMode.DiffuseColor: + debug.SetDebugViewCommonMaterialProperty(MaterialSharedProperty.Albedo); + break; + default: + throw new ArgumentOutOfRangeException(nameof(m_RequestMode), m_RequestMode, null); + } + } } /// diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl index 98829be4f8a..cf5f85ea095 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDecal.hlsl @@ -4,6 +4,8 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DataExtraction.hlsl" + #if (SHADERPASS == SHADERPASS_DBUFFER_MESH) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/DecalMeshBiasTypeEnum.cs.hlsl" #endif @@ -52,7 +54,7 @@ void Frag( PackedVaryingsToPS packedInput, ) { #ifdef SCENEPICKINGPASS - outColor = _SelectionID; + outColor = ComputePickingValue(false); #else UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput); FragInputs input = UnpackVaryingsToFragInputs(packedInput); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl index e4ad21e944a..648b508c8e9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl @@ -3,6 +3,8 @@ #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DataExtraction.hlsl" + #if defined(WRITE_DECAL_BUFFER) && !defined(_DISABLE_DECALS) #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalPrepassBuffer.hlsl" #endif @@ -111,7 +113,7 @@ void Frag( PackedVaryingsToPS packedInput // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly outColor = float4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) - outColor = _SelectionID; + outColor = ComputePickingValue(_SelectionID.x == RENDER_ENTITY_ID); #else // Depth and Alpha to coverage diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl index 1328575ffb9..beccbdf0575 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl @@ -1,7 +1,7 @@ #ifndef UNITY_PICKING_SPACE_TRANSFORMS_INCLUDED #define UNITY_PICKING_SPACE_TRANSFORMS_INCLUDED -#if defined(SCENEPICKINGPASS) || defined(SCENESELECTIONPASS) +#if 0 && (defined(SCENEPICKINGPASS) || defined(SCENESELECTIONPASS)) // The picking pass uses custom matrices defined directly from the c++ // So we have to redefine the space transform functions to overwrite the used matrices diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DataExtractionPass.hlsl b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DataExtractionPass.hlsl new file mode 100644 index 00000000000..99489be8c12 --- /dev/null +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DataExtractionPass.hlsl @@ -0,0 +1,132 @@ +#ifndef SG_DATA_EXTRACTION_PASS_INCLUDED +#define SG_DATA_EXTRACTION_PASS_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DataExtraction.hlsl" + +void InitializeInputData(Varyings input, SurfaceDescription surfaceDescription, out InputData inputData) +{ + inputData = (InputData)0; + + inputData.positionWS = input.positionWS; + + #ifdef _NORMALMAP + // IMPORTANT! If we ever support Flip on double sided materials ensure bitangent and tangent are NOT flipped. + float crossSign = (input.tangentWS.w > 0.0 ? 1.0 : -1.0) * GetOddNegativeScale(); + float3 bitangent = crossSign * cross(input.normalWS.xyz, input.tangentWS.xyz); + + inputData.tangentToWorld = half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz); + #if _NORMAL_DROPOFF_TS + inputData.normalWS = TransformTangentToWorld(surfaceDescription.NormalTS, inputData.tangentToWorld); + #elif _NORMAL_DROPOFF_OS + inputData.normalWS = TransformObjectToWorldNormal(surfaceDescription.NormalOS); + #elif _NORMAL_DROPOFF_WS + inputData.normalWS = surfaceDescription.NormalWS; + #endif + #else + inputData.normalWS = input.normalWS; + #endif + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + inputData.shadowCoord = input.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif + + inputData.fogCoord = InitializeInputDataFog(float4(input.positionWS, 1.0), input.fogFactorAndVertexLight.x); + inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; +#if defined(DYNAMICLIGHTMAP_ON) + inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.dynamicLightmapUV.xy, input.sh, inputData.normalWS); +#else + inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.sh, inputData.normalWS); +#endif + inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS); + inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV); + + #if defined(DEBUG_DISPLAY) + #if defined(DYNAMICLIGHTMAP_ON) + inputData.dynamicLightmapUV = input.dynamicLightmapUV.xy; + #endif + #if defined(LIGHTMAP_ON) + inputData.staticLightmapUV = input.staticLightmapUV; + #else + inputData.vertexSH = input.sh; + #endif + #endif +} + +PackedVaryings vert( + Attributes input) +{ + Varyings output = (Varyings)0; + output = BuildVaryings(input); + PackedVaryings packedOutput = (PackedVaryings)0; + packedOutput = PackVaryings(output); + +/* Not yet supported. + if (UNITY_DataExtraction_Space == 0) + packedOutput.positionCS = float4(uv0, 0.0F, 1.0f); + else if (UNITY_DataExtraction_Space == 1) + packedOutput.positionCS = float4(uv1, 0.0F, 1.0f); + else if (UNITY_DataExtraction_Space == 2) + packedOutput.positionCS = float4(uv2, 0.0F, 1.0f); + else if (UNITY_DataExtraction_Space == 3) + packedOutput.positionCS = float4(uv3, 0.0F, 1.0f); + else if (UNITY_DataExtraction_Space == 4) + packedOutput.positionCS = float4(uv4, 0.0F, 1.0f); + else if (UNITY_DataExtraction_Space == 5) + packedOutput.positionCS = float4(uv5, 0.0F, 1.0f); + else if (UNITY_DataExtraction_Space == 6) + packedOutput.positionCS = float4(uv6, 0.0F, 1.0f); + else if (UNITY_DataExtraction_Space == 7) + packedOutput.positionCS = float4(uv7, 0.0F, 1.0f); +*/ + return packedOutput; +} + +half4 frag(PackedVaryings packedInput, float4 positionCS : SV_POSITION) : SV_TARGET +{ + Varyings unpacked = UnpackVaryings(packedInput); + UNITY_SETUP_INSTANCE_ID(unpacked); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked); + + SurfaceDescriptionInputs surfaceDescriptionInputs = BuildSurfaceDescriptionInputs(unpacked); + SurfaceDescription surfaceDescription = SurfaceDescriptionFunction(surfaceDescriptionInputs); + + #if _AlphaClip + half alpha = surfaceDescription.Alpha; + clip(alpha - surfaceDescription.AlphaClipThreshold); + #elif _SURFACE_TYPE_TRANSPARENT + half alpha = surfaceDescription.Alpha; + #else + half alpha = 1; + #endif + + InputData inputData; + InitializeInputData(unpacked, surfaceDescription, inputData); + + ExtractionInputs extraction = (ExtractionInputs)0; + extraction.vertexNormalWS = unpacked.normalWS; + extraction.pixelNormalWS = inputData.normalWS; + extraction.positionWS = inputData.positionWS; + extraction.deviceDepth = positionCS.z; + #if 0 + extraction.baseColor = surfaceDescription.BaseColor; + extraction.alpha = alpha; + #ifdef _SPECULAR_SETUP + extraction.specular = surfaceDescription.Specular; + #else + extraction.metallic = surfaceDescription.Metallic; + #endif + extraction.smoothness = surfaceDescription.Smoothness; + extraction.occlusion = surfaceDescription.Occlusion; + extraction.emission = surfaceDescription.Emission.xyz; + #endif + + // half precision will not preserve things like IDs which require exact results. + return half4(OutputExtraction(extraction)); +} + +#endif diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DataExtractionPass.hlsl.meta b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DataExtractionPass.hlsl.meta new file mode 100644 index 00000000000..8764597a1e6 --- /dev/null +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DataExtractionPass.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ba129adee5f8d664487246298be3dbaa +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl index c64f08bc7cd..0f97aab4b9c 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl @@ -1,4 +1,3 @@ - void InitializeInputData(Varyings input, SurfaceDescription surfaceDescription, out InputData inputData) { inputData = (InputData)0; @@ -125,3 +124,4 @@ half4 frag(PackedVaryings packedInput) : SV_TARGET color.rgb = MixFog(color.rgb, inputData.fogCoord); return color; } + diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs index b804bfcf597..8573c6e2f72 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalLitSubTarget.cs @@ -361,6 +361,7 @@ public static SubShaderDescriptor LitComputeDotsSubShader(UniversalTarget target // UI shaders to render correctly. Verify [1352225] before changing this order. result.passes.Add(PassVariant(CorePasses.SceneSelection(target), CorePragmas.DOTSDefault)); result.passes.Add(PassVariant(CorePasses.ScenePicking(target), CorePragmas.DOTSDefault)); + result.passes.Add(PassVariant(CorePasses.DataExtraction(target), CorePragmas.DOTSInstancedEditorSync)); result.passes.Add(PassVariant(LitPasses._2D(target), CorePragmas.DOTSDefault)); @@ -405,6 +406,7 @@ public static SubShaderDescriptor LitGLESSubShader(UniversalTarget target, Workf // UI shaders to render correctly. Verify [1352225] before changing this order. result.passes.Add(CorePasses.SceneSelection(target)); result.passes.Add(CorePasses.ScenePicking(target)); + result.passes.Add(CorePasses.DataExtraction(target)); result.passes.Add(LitPasses._2D(target)); diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs index a84d03240cf..43c51a02c0c 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalTarget.cs @@ -1026,7 +1026,10 @@ public static PassDescriptor ScenePicking(UniversalTarget target) // Conditional State renderStates = CoreRenderStates.ScenePicking(target), pragmas = CorePragmas.Instanced, - defines = new DefineCollection { CoreDefines.ScenePicking, { CoreKeywordDescriptors.AlphaClipThreshold, 1 } }, + defines = new DefineCollection + { + CoreDefines.ScenePicking, { CoreKeywordDescriptors.AlphaClipThreshold, 1 } + }, keywords = new KeywordCollection(), includes = CoreIncludes.ScenePicking, @@ -1039,6 +1042,46 @@ public static PassDescriptor ScenePicking(UniversalTarget target) return result; } + public static PassDescriptor DataExtraction(UniversalTarget target) + { + var result = new PassDescriptor() + { + // Definition + displayName = "Data Extraction", + referenceName = "SHADERPASS_DEPTHONLY", + lightMode = "DataExtraction", + useInPreview = false, + + // Template + passTemplatePath = GenerationUtils.GetDefaultTemplatePath("PassMesh.template"), + sharedTemplateDirectories = UniversalTarget.kSharedTemplateDirectories, + + // Port Mask + validVertexBlocks = CoreBlockMasks.Vertex, + validPixelBlocks = CoreBlockMasks.DataExtraction, + + // Fields + structs = CoreStructCollections.Default, + fieldDependencies = CoreFieldDependencies.Default, + requiredFields = CoreRequiredFields.DataExtraction, + + // Conditional State + renderStates = CoreRenderStates.ScenePicking(target), + pragmas = CorePragmas.DOTSInstancedEditorSync, + defines = new DefineCollection { { CoreKeywordDescriptors.AlphaClipThreshold, 1 } }, + keywords = new KeywordCollection(), + includes = CoreIncludes.DataExtraction, + + // Custom Interpolator Support + customInterpolators = CoreCustomInterpDescriptors.Common + }; + + AddAlphaClipControlToPass(ref result, target); + + return result; + } + + public static PassDescriptor _2DSceneSelection(UniversalTarget target) { var result = new PassDescriptor() @@ -1148,6 +1191,22 @@ class CoreBlockMasks BlockFields.SurfaceDescription.Alpha, BlockFields.SurfaceDescription.AlphaClipThreshold, }; + + // Data Extraction defines most fields so they can be outputted if requested + public static readonly BlockFieldDescriptor[] DataExtraction = new BlockFieldDescriptor[] + { + BlockFields.SurfaceDescription.BaseColor, + BlockFields.SurfaceDescription.NormalOS, + BlockFields.SurfaceDescription.NormalTS, + BlockFields.SurfaceDescription.NormalWS, + BlockFields.SurfaceDescription.Emission, + BlockFields.SurfaceDescription.Metallic, + BlockFields.SurfaceDescription.Specular, + BlockFields.SurfaceDescription.Smoothness, + BlockFields.SurfaceDescription.Occlusion, + BlockFields.SurfaceDescription.Alpha, + BlockFields.SurfaceDescription.AlphaClipThreshold, + }; } #endregion @@ -1178,6 +1237,22 @@ static class CoreRequiredFields StructFields.Varyings.normalWS, StructFields.Varyings.tangentWS, // needed for vertex lighting }; + + public static readonly FieldCollection DataExtraction = new FieldCollection() + { + StructFields.Attributes.uv1, + StructFields.Attributes.uv2, + StructFields.Varyings.instanceID, + StructFields.Varyings.positionWS, + StructFields.Varyings.normalWS, + StructFields.Varyings.tangentWS, // needed for vertex lighting + UniversalStructFields.Varyings.staticLightmapUV, + UniversalStructFields.Varyings.dynamicLightmapUV, + UniversalStructFields.Varyings.sh, + UniversalStructFields.Varyings.fogFactorAndVertexLight, // fog and vertex lighting, vert input is dependency + UniversalStructFields.Varyings.shadowCoord, // shadow coord, vert input is dependency + }; + } #endregion @@ -1433,6 +1508,17 @@ static class CorePragmas { Pragma.Fragment("frag") }, }; + public static readonly PragmaCollection DOTSInstancedEditorSync = new PragmaCollection + { + { Pragma.Target(ShaderModel.Target45) }, + { Pragma.ExcludeRenderers(new[] { Platform.GLES, Platform.GLES3, Platform.GLCore }) }, + { Pragma.MultiCompileInstancing }, + { Pragma.DOTSInstancing }, + { Pragma.EditorSyncCompilation }, + { Pragma.Vertex("vert") }, + { Pragma.Fragment("frag") }, + }; + public static readonly PragmaCollection DOTSForward = new PragmaCollection { { Pragma.Target(ShaderModel.Target45) }, @@ -1475,6 +1561,7 @@ static class CoreIncludes const string kTextureStack = "Packages/com.unity.render-pipelines.core/ShaderLibrary/TextureStack.hlsl"; const string kDBuffer = "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DBuffer.hlsl"; const string kSelectionPickingPass = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SelectionPickingPass.hlsl"; + const string kDataExtractionPass = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/DataExtractionPass.hlsl"; public static readonly IncludeCollection CorePregraph = new IncludeCollection { @@ -1555,6 +1642,17 @@ static class CoreIncludes { CorePostgraph }, { kSelectionPickingPass, IncludeLocation.Postgraph }, }; + + public static readonly IncludeCollection DataExtraction = new IncludeCollection + { + // Pre-graph + { CorePregraph }, + { ShaderGraphPregraph }, + + // Post-graph + { CorePostgraph }, + { kDataExtractionPass, IncludeLocation.Postgraph }, + }; } #endregion diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalUnlitSubTarget.cs b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalUnlitSubTarget.cs index 96917a8f912..76b725c7f83 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalUnlitSubTarget.cs +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalUnlitSubTarget.cs @@ -181,6 +181,7 @@ public static SubShaderDescriptor Unlit(UniversalTarget target, string renderTyp // UI shaders to render correctly. Verify [1352225] before changing this order. result.passes.Add(CorePasses.SceneSelection(target)); result.passes.Add(CorePasses.ScenePicking(target)); + result.passes.Add(CorePasses.DataExtraction(target)); result.passes.Add(UnlitPasses.DepthNormalOnly(target)); @@ -213,8 +214,7 @@ public static SubShaderDescriptor UnlitDOTS(UniversalTarget target, string rende // UI shaders to render correctly. Verify [1352225] before changing this order. result.passes.Add(PassVariant(CorePasses.SceneSelection(target), CorePragmas.DOTSDefault)); result.passes.Add(PassVariant(CorePasses.ScenePicking(target), CorePragmas.DOTSDefault)); - - result.passes.Add(PassVariant(UnlitPasses.DepthNormalOnly(target), CorePragmas.DOTSInstanced)); + result.passes.Add(PassVariant(CorePasses.DataExtraction(target), CorePragmas.DOTSInstancedEditorSync)); return result; } diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs index edad004fd89..ace43b89717 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs @@ -21,8 +21,34 @@ public class DrawObjectsPass : ScriptableRenderPass bool m_UseDepthPriming; + List m_AdditionalShaderKeywords = new List(); + Dictionary m_AdditionalValues = new Dictionary(); + static readonly int s_DrawObjectPassDataPropID = Shader.PropertyToID("_DrawObjectPassData"); + public RenderStateBlock RenderStateBlock + { + get => m_RenderStateBlock; + set => m_RenderStateBlock = value; + } + public void SetAdditionalKeywords(IEnumerable words) + { + m_AdditionalShaderKeywords.Clear(); + foreach (var word in words) + { + m_AdditionalShaderKeywords.Add(word); + } + } + + public void SetAdditionalValues(List> values) + { + m_AdditionalValues.Clear(); + foreach (var word in values) + { + m_AdditionalValues.Add(word.Item1, word.Item2); + } + } + /// /// Creates a new DrawObjectsPass instance. /// @@ -107,14 +133,17 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData var cmd = renderingData.commandBuffer; using (new ProfilingScope(cmd, m_ProfilingSampler)) { - context.ExecuteCommandBuffer(cmd); - cmd.Clear(); // Global render pass data containing various settings. // x,y,z are currently unused // w is used for knowing whether the object is opaque(1) or alpha blended(0) Vector4 drawObjectPassData = new Vector4(0.0f, 0.0f, 0.0f, (m_IsOpaque) ? 1.0f : 0.0f); cmd.SetGlobalVector(s_DrawObjectPassDataPropID, drawObjectPassData); + foreach (var word in m_AdditionalShaderKeywords) + cmd.EnableShaderKeyword(word); + foreach (var value in m_AdditionalValues) + cmd.SetGlobalInt(value.Key, value.Value); + // scaleBias.x = flipSign // scaleBias.y = scale // scaleBias.z = bias @@ -125,6 +154,9 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData : new Vector4(flipSign, 0.0f, 1.0f, 1.0f); cmd.SetGlobalVector(ShaderPropertyId.scaleBiasRt, scaleBias); + context.ExecuteCommandBuffer(cmd); + cmd.Clear(); + Camera camera = renderingData.cameraData.camera; var sortFlags = (m_IsOpaque) ? renderingData.cameraData.defaultOpaqueSortFlags : SortingCriteria.CommonTransparent; if (renderingData.cameraData.renderer.useDepthPriming && m_IsOpaque && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth)) @@ -158,6 +190,9 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData // Render objects that did not match any shader pass with error shader RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None); } + + foreach (var word in m_AdditionalShaderKeywords) + cmd.DisableShaderKeyword(word); } } } diff --git a/com.unity.render-pipelines.universal/Runtime/RenderRequests.cs b/com.unity.render-pipelines.universal/Runtime/RenderRequests.cs new file mode 100644 index 00000000000..79eaf88f6e2 --- /dev/null +++ b/com.unity.render-pipelines.universal/Runtime/RenderRequests.cs @@ -0,0 +1,139 @@ +using System; +using System.Collections.Generic; +using UnityEngine.Rendering.Universal.Internal; + +namespace UnityEngine.Rendering.Universal +{ + internal class RenderRequestRendererData : ScriptableRendererData + { + protected override ScriptableRenderer Create() + { +#if UNITY_EDITOR + ReloadAllNullProperties(); +#endif + switch (request.mode) + { + case Camera.RenderRequestMode.SelectionMask: + return new RenderRequestSelectionMaskRenderer(this); + default: + return new RenderRequestRenderer(this); + } + } + + private void ReloadAllNullProperties() + { + ResourceReloader.TryReloadAllNullIn(this, UniversalRenderPipelineAsset.packagePath); + } + + public Camera.RenderRequest request { get; set; } + } + + internal class RenderRequestRenderer : ScriptableRenderer + { + DrawObjectsPass m_RenderOpaqueForwardPass; + DrawObjectsPass m_RenderTransparentForwardPass; + + LayerMask m_OpaqueLayerMask = -1; + LayerMask m_TransparentLayerMask = -1; + StencilState m_DefaultStencilState = StencilState.defaultValue; + + public RenderRequestRenderer(RenderRequestRendererData data) : base(data) + { + var shaderTags = new[] {new ShaderTagId("DataExtraction")}; + + m_RenderOpaqueForwardPass = new DrawObjectsPass("Render Opaques", shaderTags, true, RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, m_OpaqueLayerMask, m_DefaultStencilState, 0 ); + m_RenderTransparentForwardPass = new DrawObjectsPass("Render Transparents", shaderTags, false, RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent, m_TransparentLayerMask, m_DefaultStencilState, 0); + + List> values = new List> + { + new Tuple("UNITY_DataExtraction_Mode", (int)data.request.mode), + new Tuple("UNITY_DataExtraction_Space", (int)data.request.outputSpace), + }; + + m_RenderOpaqueForwardPass.SetAdditionalValues(values); + m_RenderTransparentForwardPass.SetAdditionalValues(values); + } + + /// + public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData) + { + EnqueuePass(m_RenderOpaqueForwardPass); + EnqueuePass(m_RenderTransparentForwardPass); + } + + public override void FinishRendering(CommandBuffer cmd) + { + base.FinishRendering(cmd); + cmd.SetGlobalInt("UNITY_DataExtraction_Mode", 0); + cmd.SetGlobalInt("UNITY_DataExtraction_Space", 0); + } + } + + internal class RenderRequestSelectionMaskRenderer : ScriptableRenderer + { + DrawObjectsPass m_RenderOpaqueForwardPassZDisabled; + DrawObjectsPass m_RenderTransparentForwardPassZDisabled; + + LayerMask m_OpaqueLayerMask = -1; + LayerMask m_TransparentLayerMask = -1; + StencilState m_DefaultStencilState = StencilState.defaultValue; + + private const float kSelectionZFudgeFactor = -0.02f; + + public RenderRequestSelectionMaskRenderer(RenderRequestRendererData data) : base(data) + { + Debug.Assert(data.request.mode == Camera.RenderRequestMode.SelectionMask, "RenderRequestSelectionMaskRenderer should only be used with RenderRequestMode.SelectionMask"); + + var shaderTags = new[] {new ShaderTagId("DataExtraction")}; + + // There is no Z buffer for selection mask, use blending to make sure "unoccluded" (G = 1) values + // always remain on top when both occluded and unoccluded objects overlap. + + m_RenderOpaqueForwardPassZDisabled = new DrawObjectsPass("Render Opaques (Z disabled)", shaderTags, true, RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, m_OpaqueLayerMask, m_DefaultStencilState, 0 ); + m_RenderTransparentForwardPassZDisabled = new DrawObjectsPass("Render Transparents (Z disabled)", shaderTags, false, RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent, m_TransparentLayerMask, m_DefaultStencilState, 0); + + var state = m_RenderOpaqueForwardPassZDisabled.RenderStateBlock; + state.rasterState = new RasterState(CullMode.Back, 0, kSelectionZFudgeFactor); + state.blendState = new BlendState + { + blendState0 = new RenderTargetBlendState + { + colorBlendOperation = BlendOp.Max, + sourceColorBlendMode = BlendMode.One, + destinationColorBlendMode = BlendMode.One, + alphaBlendOperation = BlendOp.Max, + sourceAlphaBlendMode = BlendMode.One, + destinationAlphaBlendMode = BlendMode.One, + writeMask = ColorWriteMask.Green | ColorWriteMask.Blue | ColorWriteMask.Alpha, + } + }; + state.depthState = new DepthState {compareFunction = CompareFunction.Always, writeEnabled = false}; + state.mask = RenderStateMask.Everything; + m_RenderOpaqueForwardPassZDisabled.RenderStateBlock = state; + m_RenderTransparentForwardPassZDisabled.RenderStateBlock = state; + + List> values = new List> + { + new Tuple("UNITY_DataExtraction_Mode", (int)data.request.mode), + new Tuple("UNITY_DataExtraction_Space", (int)data.request.outputSpace), + }; + + m_RenderOpaqueForwardPassZDisabled.SetAdditionalValues(values); + m_RenderTransparentForwardPassZDisabled.SetAdditionalValues(values); + } + + /// + public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData) + { + EnqueuePass(m_RenderOpaqueForwardPassZDisabled); + EnqueuePass(m_RenderTransparentForwardPassZDisabled); + } + + public override void FinishRendering(CommandBuffer cmd) + { + base.FinishRendering(cmd); + cmd.SetGlobalInt("UNITY_DataExtraction_Mode", 0); + cmd.SetGlobalInt("UNITY_DataExtraction_Space", 0); + } + } +} diff --git a/com.unity.render-pipelines.universal/Runtime/RenderRequests.cs.meta b/com.unity.render-pipelines.universal/Runtime/RenderRequests.cs.meta new file mode 100644 index 00000000000..a4fec643c86 --- /dev/null +++ b/com.unity.render-pipelines.universal/Runtime/RenderRequests.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d448cae953cf0cb40b200da858390f8b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs b/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs index ff4674af3e6..a1f25b973b9 100644 --- a/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs @@ -743,6 +743,9 @@ public void Execute(ScriptableRenderContext context, ref RenderingData rendering // Let renderer features call their own setup functions when targets are valid if (rendererFeatures.Count != 0 && !renderingData.cameraData.isPreviewCamera) SetupRenderPasses(in renderingData); + bool isRenderRequest = cameraData.renderRequestMode != Camera.RenderRequestMode.None; + bool drawWireframe = !isRenderRequest; + drawGizmos = drawGizmos && !isRenderRequest; CommandBuffer cmd = CommandBufferPool.Get(); @@ -885,11 +888,17 @@ public void Execute(ScriptableRenderContext context, ref RenderingData rendering EndXRRendering(cmd, context, ref renderingData.cameraData); - DrawWireOverlay(context, camera); + if (drawWireframe) + { + DrawWireOverlay(context, camera); + } if (drawGizmos) { DrawGizmos(context, camera, GizmoSubset.PostImageEffects, renderingData); + + if (cameraData.renderRequestMode == Camera.RenderRequestMode.ObjectId) + DrawGizmos(context, camera, GizmoSubset.RenderRequestInstanceID, renderingData); } InternalFinishRendering(context, cameraData.resolveFinalTarget, renderingData); diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index c24d75411e1..edfc870fb70 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -706,6 +706,62 @@ static void UpdateCameraData(ref CameraData baseCameraData, in XRPass xr) baseCameraData.cameraTargetDescriptor.height = baseCameraData.pixelHeight; } + protected override void ProcessRenderRequests(ScriptableRenderContext renderContext, Camera camera, List renderRequests) + { + var cameras = new [] {camera}; + BeginFrameRendering(renderContext, cameras); + + GraphicsSettings.lightsUseLinearIntensity = (QualitySettings.activeColorSpace == ColorSpace.Linear); + GraphicsSettings.useScriptableRenderPipelineBatching = asset.useSRPBatcher; + SetupPerFrameShaderConstants(); + + BeginCameraRendering(renderContext, camera); +#if VISUAL_EFFECT_GRAPH_0_0_1_OR_NEWER + //It should be called before culling to prepare material. When there isn't any VisualEffect component, this method has no effect. + VFX.VFXManager.PrepareCamera(camera); +#endif + UpdateVolumeFramework(camera, null); + + + var cameraTarget = camera.targetTexture; + + foreach (var renderRequest in renderRequests) + { + + if (!renderRequest.isValid) + continue; + RenderWithMode(renderContext, camera, renderRequest); + } + renderContext.Submit(); + + EndCameraRendering(renderContext, camera); + EndFrameRendering(renderContext, cameras); + camera.targetTexture = cameraTarget; + } + + private static void RenderWithMode(ScriptableRenderContext renderContext, Camera camera, Camera.RenderRequest renderRequest) + { + camera.targetTexture = renderRequest.result; + + UniversalAdditionalCameraData additionalCameraData = null; + if (IsGameCamera(camera)) + camera.gameObject.TryGetComponent(out additionalCameraData); + + if (additionalCameraData != null && additionalCameraData.renderType != CameraRenderType.Base) + { + Debug.LogWarning("Only Base cameras can be rendered with standalone RenderSingleCamera. Camera will be skipped."); + return; + } + + var data = ScriptableObject.CreateInstance(); + data.request = renderRequest; + InitializeCameraData(camera, additionalCameraData, true, out var cameraData); + cameraData.renderRequestMode = renderRequest.mode; + cameraData.renderer = data.InternalCreateRenderer(); + RenderSingleCamera(renderContext, cameraData, false); + Object.DestroyImmediate(data); + } + static void UpdateVolumeFramework(Camera camera, UniversalAdditionalCameraData additionalCameraData) { using var profScope = new ProfilingScope(null, ProfilingSampler.Get(URPProfileId.UpdateVolumeFramework)); diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs index 2df02961f11..cddb9262e86 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs @@ -282,6 +282,7 @@ public Matrix4x4 GetGPUProjectionMatrix(int viewIndex = 0) /// True if this camera requires to copy camera color texture to _CameraOpaqueTexture. /// public bool requiresOpaqueTexture; + public Camera.RenderRequestMode renderRequestMode; /// /// Returns true if post processing passes require depth texture. diff --git a/com.unity.render-pipelines.universal/ShaderLibrary/DataExtraction.hlsl b/com.unity.render-pipelines.universal/ShaderLibrary/DataExtraction.hlsl new file mode 100644 index 00000000000..4712ee6f189 --- /dev/null +++ b/com.unity.render-pipelines.universal/ShaderLibrary/DataExtraction.hlsl @@ -0,0 +1,105 @@ +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Debug.hlsl" +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DataExtraction.hlsl" + +int UNITY_DataExtraction_Mode; +int UNITY_DataExtraction_Space; +TEXTURE2D(unity_EditorViz_DepthBuffer); SAMPLER(sampler_unity_EditorViz_DepthBuffer); + +struct ExtractionInputs +{ + float3 vertexNormalWS; + float3 pixelNormalWS; + float3 positionWS; + float deviceDepth; + +// TODO: Implement these when DataExtraction is intended to support all material properties +// float3 baseColor; +// float alpha; +// +// #ifdef _SPECULAR_SETUP +// float3 specular; +// #else +// float metallic; +// #endif +// float smoothness; +// float occlusion; +// float3 emission; +}; + +// These used to be in CommonMaterial.hlsl but no longer are. They are still +// needed for DataExtraction, so we have them here now. +void ConvertSpecularToMetallic(float3 diffuseColor, float3 specularColor, out float3 baseColor, out float metallic) +{ + metallic = saturate( (Max3(specularColor.r, specularColor.g, specularColor.b) - 0.1F) / 0.45F); + baseColor = lerp(diffuseColor, specularColor, metallic); +} + +void ConvertMetallicToSpecular(float3 baseColor, float metallic, out float3 diffuseColor, out float3 specularColor) +{ + diffuseColor = ComputeDiffuseColor(baseColor, metallic); + specularColor = ComputeFresnel0(baseColor, metallic, DEFAULT_SPECULAR_VALUE); +} + +float4 OutputExtraction(ExtractionInputs inputs) +{ + float3 specular, diffuse, baseColor; + float metallic; + + // Outline mask is the most performance sensitive (rendered each frame when selection is active), + // so it is tested first. + // For some weird reason, using a direct return inside the branch causes a warning about + // a potentially uninitialized variable, so use an explicitly initialized return value variable + // to avoid it. + float4 selectionMask = 0; + if (UNITY_DataExtraction_Mode == RENDER_OUTLINE_MASK) + { + // Red channel = unique identifier, can be used to separate groups of objects from each other + // to get outlines between them. + // Green channel = occluded behind depth buffer (0) or not occluded (1) + // Blue channel = always 1 = not cleared to zero = there's an outlined object at this pixel + selectionMask = ComputeSelectionMask( + 0, // Object unique identifier currently unused + ComputeNormalizedDeviceCoordinatesWithZ(inputs.positionWS, UNITY_MATRIX_VP), + TEXTURE2D_ARGS(unity_EditorViz_DepthBuffer, sampler_unity_EditorViz_DepthBuffer)); + } + + if (UNITY_DataExtraction_Mode == RENDER_OUTLINE_MASK) + return selectionMask; + + // #ifdef _SPECULAR_SETUP + // specular = inputs.specular; + // diffuse = inputs.baseColor; + // ConvertSpecularToMetallic(inputs.baseColor, inputs.specular, baseColor, metallic); + // #else + // baseColor = inputs.baseColor; + // metallic = inputs.metallic; + // ConvertMetallicToSpecular(inputs.baseColor, inputs.metallic, diffuse, specular); + // #endif + + if (UNITY_DataExtraction_Mode == RENDER_OBJECT_ID || UNITY_DataExtraction_Mode == RENDER_ENTITY_ID) + return ComputePickingValue(UNITY_DataExtraction_Mode == RENDER_ENTITY_ID); + if (UNITY_DataExtraction_Mode == RENDER_DEPTH) + return float4(inputs.deviceDepth.xxx, 1); + if (UNITY_DataExtraction_Mode == RENDER_WORLD_NORMALS_FACE_RGB) + return float4(PackNormalRGB(inputs.vertexNormalWS), 1.0f); + if (UNITY_DataExtraction_Mode == RENDER_WORLD_NORMALS_PIXEL_RGB) + return float4(PackNormalRGB(inputs.pixelNormalWS), 1.0f); + if (UNITY_DataExtraction_Mode == RENDER_WORLD_POSITION_RGB) + return float4(inputs.positionWS, 1.0); + // if (UNITY_DataExtraction_Mode == RENDER_BASE_COLOR_RGBA) + // return float4(baseColor, inputs.alpha); + // if (UNITY_DataExtraction_Mode == RENDER_SPECULAR_RGB) + // return float4(specular.xxx, 1); + // if (UNITY_DataExtraction_Mode == RENDER_METALLIC_R) + // return float4(metallic.xxx, 1.0); + // if (UNITY_DataExtraction_Mode == RENDER_EMISSION_RGB) + // return float4(inputs.emission, 1.0); + // if (UNITY_DataExtraction_Mode == RENDER_SMOOTHNESS_R) + // return float4(inputs.smoothness.xxx, 1.0); + // if (UNITY_DataExtraction_Mode == RENDER_OCCLUSION_R) + // return float4(inputs.occlusion.xxx, 1.0); + // if (UNITY_DataExtraction_Mode == RENDER_DIFFUSE_COLOR_RGBA) + // return float4(diffuse, inputs.alpha); + + return 0; +} diff --git a/com.unity.render-pipelines.universal/ShaderLibrary/DataExtraction.hlsl.meta b/com.unity.render-pipelines.universal/ShaderLibrary/DataExtraction.hlsl.meta new file mode 100644 index 00000000000..fc12e965554 --- /dev/null +++ b/com.unity.render-pipelines.universal/ShaderLibrary/DataExtraction.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 987a549a0f2d5124a812f504dd0c50db +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.universal/ShaderLibrary/UniversalDOTSInstancing.hlsl b/com.unity.render-pipelines.universal/ShaderLibrary/UniversalDOTSInstancing.hlsl index aee7cea3312..973a637eaba 100644 --- a/com.unity.render-pipelines.universal/ShaderLibrary/UniversalDOTSInstancing.hlsl +++ b/com.unity.render-pipelines.universal/ShaderLibrary/UniversalDOTSInstancing.hlsl @@ -27,6 +27,7 @@ UNITY_DOTS_INSTANCING_START(BuiltinPropertyMetadata) UNITY_DOTS_INSTANCED_PROP(float4, unity_SHC) UNITY_DOTS_INSTANCED_PROP(float3x4, unity_MatrixPreviousM) UNITY_DOTS_INSTANCED_PROP(float3x4, unity_MatrixPreviousMI) + UNITY_DOTS_INSTANCED_PROP(uint2, unity_EntityId) UNITY_DOTS_INSTANCING_END(BuiltinPropertyMetadata) #define unity_LODFade UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, unity_LODFade) @@ -42,6 +43,7 @@ UNITY_DOTS_INSTANCING_END(BuiltinPropertyMetadata) #define unity_SHBg UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, unity_SHBg) #define unity_SHBb UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, unity_SHBb) #define unity_SHC UNITY_ACCESS_DOTS_INSTANCED_PROP(float4, unity_SHC) +#define unity_EntityId UNITY_ACCESS_DOTS_INSTANCED_PROP(uint2, unity_EntityId) #define unity_LightData LoadDOTSInstancedData_LightData() #define unity_WorldTransformParams LoadDOTSInstancedData_WorldTransformParams() #define unity_RenderingLayer LoadDOTSInstancedData_RenderingLayer() diff --git a/com.unity.render-pipelines.universal/Shaders/BakedLit.shader b/com.unity.render-pipelines.universal/Shaders/BakedLit.shader index 7b363afa37a..c54704aad54 100644 --- a/com.unity.render-pipelines.universal/Shaders/BakedLit.shader +++ b/com.unity.render-pipelines.universal/Shaders/BakedLit.shader @@ -181,6 +181,35 @@ Shader "Universal Render Pipeline/Baked Lit" ENDHLSL } + Pass + { + Name "Data Extraction" + Tags{"LightMode" = "DataExtraction"} + + ZWrite On + Cull[_Cull] + + HLSLPROGRAM + #pragma exclude_renderers gles gles3 glcore + #pragma target 4.5 + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma editor_sync_compilation + + #pragma vertex ExtractionVertex + #pragma fragment ExtractionFragment + + #define INITIALIZE_DATA_EXTRACTION_SURFACE_DATA(a, b) + //#define INITIALIZE_DATA_EXTRACTION_SURFACE_DATA InitializeStandardLitSurfaceData + + #include "Packages/com.unity.render-pipelines.universal/Shaders/BakedLitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DataExtractionPass.hlsl" + ENDHLSL + } + // This pass it not used during regular rendering, only for lightmap baking. Pass { diff --git a/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader b/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader index 50e84067f04..26c2e02ddb9 100644 --- a/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader +++ b/com.unity.render-pipelines.universal/Shaders/ComplexLit.shader @@ -257,6 +257,40 @@ Shader "Universal Render Pipeline/Complex Lit" ENDHLSL } + Pass + { + Name "Data Extraction" + Tags{"LightMode" = "DataExtraction"} + + ZWrite[_ZWrite] + Cull[_Cull] + + HLSLPROGRAM + #pragma exclude_renderers gles gles3 glcore + #pragma target 4.5 + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local_fragment _ALPHATEST_ON + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma editor_sync_compilation + + #pragma vertex ExtractionVertex + #pragma fragment ExtractionFragment + + #define INITIALIZE_DATA_EXTRACTION_SURFACE_DATA(a, b) + //#define INITIALIZE_DATA_EXTRACTION_SURFACE_DATA InitializeStandardLitSurfaceData + + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DataExtractionPass.hlsl" + + ENDHLSL + } + // This pass it not used during regular rendering, only for lightmap baking. Pass { diff --git a/com.unity.render-pipelines.universal/Shaders/DataExtractionPass.hlsl b/com.unity.render-pipelines.universal/Shaders/DataExtractionPass.hlsl new file mode 100644 index 00000000000..acdb542e9fc --- /dev/null +++ b/com.unity.render-pipelines.universal/Shaders/DataExtractionPass.hlsl @@ -0,0 +1,201 @@ +#ifndef UNIVERSAL_DATA_EXTRACTION_PASS_INCLUDED +#define UNIVERSAL_DATA_EXTRACTION_PASS_INCLUDED + +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DataExtraction.hlsl" + +struct Attributes +{ + float4 positionOS : POSITION; + float3 normalOS : NORMAL; + float4 tangentOS : TANGENT; + float2 texcoord : TEXCOORD0; + float2 uv1 : TEXCOORD1; + float2 uv2 : TEXCOORD2; + float2 uv3 : TEXCOORD3; + float2 uv4 : TEXCOORD4; + float2 uv5 : TEXCOORD5; + float2 uv6 : TEXCOORD6; + float2 uv7 : TEXCOORD7; + + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +#if defined(UNIVERSAL_SPEEDTREE7_PASSES_INCLUDED) || defined(UNIVERSAL_SPEEDTREE8_PASSES_INCLUDED) +#define UNIVERSAL_DATA_EXTRACTION_SPEEDTREE +#endif + +struct Varyings +{ + float2 uv : TEXCOORD0; + float3 positionWS : TEXCOORD1; + float3 normalWS : TEXCOORD3; + float4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign + float4 positionCS : SV_POSITION; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO +}; + +#ifdef UNIVERSAL_DATA_EXTRACTION_SPEEDTREE +#define VertexAttributes SpeedTreeVertexInput + +Attributes DataExtractionVertexAttributesSpeedTree(SpeedTreeVertexInput vertexAttributes) +{ + Attributes a = (Attributes)0; + a.positionOS = vertexAttributes.vertex; + a.normalOS = vertexAttributes.normal; + a.tangentOS = vertexAttributes.tangent; + a.texcoord = vertexAttributes.texcoord; + return a; +} +#else +#define VertexAttributes Attributes +#endif + +void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData) +{ + inputData = (InputData)0; + + inputData.positionWS = input.positionWS; + +#ifdef _NORMALMAP + float sgn = input.tangentWS.w; // should be either +1 or -1 + float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); + inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz)); +#else + inputData.normalWS = input.normalWS; +#endif + + inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); + inputData.normalizedScreenSpaceUV = input.positionCS.xy; +} + +Varyings ExtractionVertex(VertexAttributes vertexAttributes) +{ + Attributes input = (Attributes)0; +#ifdef UNIVERSAL_DATA_EXTRACTION_SPEEDTREE + input = DataExtractionVertexAttributesSpeedTree(vertexAttributes); +#else + input = vertexAttributes; +#endif + + Varyings output = (Varyings)0; + + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); + + // normalWS and tangentWS already normalize. + // this is required to avoid skewing the direction during interpolation + // also required for per-vertex lighting and SH evaluation + VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); + + // already normalized from normal transform to WS. + output.normalWS = normalInput.normalWS; + real sign = input.tangentOS.w * GetOddNegativeScale(); + output.tangentWS = half4(normalInput.tangentWS.xyz, sign); + + output.positionWS = vertexInput.positionWS; + output.positionCS = vertexInput.positionCS; + + // if (UNITY_DataExtraction_Space == 0) + // output.positionCS = float4(input.texcoord, 0.0F, 1.0f); + // else if (UNITY_DataExtraction_Space == 1) + // output.positionCS = float4(input.uv1.xy, 0.0F, 1.0f); + // else if (UNITY_DataExtraction_Space == 2) + // output.positionCS = float4(input.uv2, 0.0F, 1.0f); + // else if (UNITY_DataExtraction_Space == 3) + // output.positionCS = float4(input.uv3, 0.0F, 1.0f); + // else if (UNITY_DataExtraction_Space == 4) + // output.positionCS = float4(input.uv4, 0.0F, 1.0f); + // else if (UNITY_DataExtraction_Space == 5) + // output.positionCS = float4(input.uv5, 0.0F, 1.0f); + // else if (UNITY_DataExtraction_Space == 6) + // output.positionCS = float4(input.uv6, 0.0F, 1.0f); + // else if (UNITY_DataExtraction_Space == 7) + // output.positionCS = float4(input.uv7, 0.0F, 1.0f); + // + // output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); + + return output; +} + +float4 ExtractionFragment(Varyings input) : SV_Target +{ + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + SurfaceData surfaceData = (SurfaceData)0; + // INITIALIZE_DATA_EXTRACTION_SURFACE_DATA(input.uv, surfaceData); + + InputData inputData; + InitializeInputData(input, surfaceData.normalTS, inputData); + + #if defined(_ALPHATEST_ON) && !defined(UNIVERSAL_DATA_EXTRACTION_SPEEDTREE) + #if _ALPHATEST_ON + clip(surfaceDescription.Alpha - surfaceDescription.AlphaClipThreshold); + #endif + #endif + + ExtractionInputs extraction = (ExtractionInputs)0; + extraction.vertexNormalWS = input.normalWS; + extraction.pixelNormalWS = inputData.normalWS; + extraction.positionWS = inputData.positionWS; + extraction.deviceDepth = input.positionCS.z; + + // TODO: Implement these when DataExtraction is intended to support all material properties + // extraction.baseColor = surfaceData.albedo; + // extraction.alpha = OutputAlpha(UniversalFragmentPBR(inputData, surfaceData).a); + // #ifdef _SPECULAR_SETUP + // extraction.specular = surfaceData.specular; + // #else + // extraction.metallic = surfaceData.metallic; + // #endif + // extraction.smoothness = surfaceData.smoothness; + // extraction.occlusion = surfaceData.occlusion; + // extraction.emission = surfaceData.emission; + + return OutputExtraction(extraction); +} +#if 0 +float4 ExtractionFragmentSpeedTree(SpeedTreeFragmentInput input) : SV_Target +{ + UNITY_SETUP_INSTANCE_ID(input); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + + half2 uv = input.interpolated.uv; + half4 diffuse = SampleAlbedoAlpha(uv, TEXTURE2D_ARGS(_MainTex, sampler_MainTex)) * _Color; + + half alpha = diffuse.a * input.interpolated.color.a; + AlphaDiscard(alpha, 0.3333); + + half3 normalTs = half3(0, 0, 1); + + InputData inputData; + InitializeInputData(input, normalTs, inputData); + + ExtractionInputs extraction = (ExtractionInputs)0; + extraction.vertexNormalWS = input.interpolated.normalWS; + extraction.pixelNormalWS = inputData.normalWS; + extraction.positionWS = inputData.positionWS; + extraction.deviceDepth = input.interpolated.clipPos.z; + + // TODO: Implement these when DataExtraction is intended to support all material properties + // extraction.baseColor = surfaceData.albedo; + // extraction.alpha = OutputAlpha(UniversalFragmentPBR(inputData, surfaceData).a); + // #ifdef _SPECULAR_SETUP + // extraction.specular = surfaceData.specular; + // #else + // extraction.metallic = surfaceData.metallic; + // #endif + // extraction.smoothness = surfaceData.smoothness; + // extraction.occlusion = surfaceData.occlusion; + // extraction.emission = surfaceData.emission; + + return OutputExtraction(extraction); +} +#endif + +#endif diff --git a/com.unity.render-pipelines.universal/Shaders/DataExtractionPass.hlsl.meta b/com.unity.render-pipelines.universal/Shaders/DataExtractionPass.hlsl.meta new file mode 100644 index 00000000000..6ef3d6311c5 --- /dev/null +++ b/com.unity.render-pipelines.universal/Shaders/DataExtractionPass.hlsl.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: dcad99a1ce0f06e40b33a25e902250df +ShaderIncludeImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.universal/Shaders/Lit.shader b/com.unity.render-pipelines.universal/Shaders/Lit.shader index 36e79151a85..0a6173acc45 100644 --- a/com.unity.render-pipelines.universal/Shaders/Lit.shader +++ b/com.unity.render-pipelines.universal/Shaders/Lit.shader @@ -353,6 +353,40 @@ Shader "Universal Render Pipeline/Lit" ENDHLSL } + Pass + { + Name "Data Extraction" + Tags{"LightMode" = "DataExtraction"} + + ZWrite[_ZWrite] + Cull[_Cull] + + HLSLPROGRAM + #pragma exclude_renderers gles gles3 glcore + #pragma target 4.5 + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local_fragment _ALPHATEST_ON + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma editor_sync_compilation + + #pragma vertex ExtractionVertex + #pragma fragment ExtractionFragment + + #define INITIALIZE_DATA_EXTRACTION_SURFACE_DATA(a, b) + //#define INITIALIZE_DATA_EXTRACTION_SURFACE_DATA InitializeStandardLitSurfaceData + + #include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DataExtractionPass.hlsl" + + ENDHLSL + } + Pass { Name "Universal2D" diff --git a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader index 3e768e0b56b..2cab2078125 100644 --- a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader +++ b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8.shader @@ -114,6 +114,36 @@ Shader "Universal Render Pipeline/Nature/SpeedTree8" ENDHLSL } + Pass + { + Name "Data Extraction" + Tags{"LightMode" = "DataExtraction"} + + HLSLPROGRAM + + #pragma enable_d3d11_debug_symbols + + #pragma multi_compile _ LOD_FADE_CROSSFADE + #pragma multi_compile_vertex LOD_FADE_PERCENTAGE + #pragma multi_compile_instancing + #pragma instancing_options assumeuniformscaling maxcount:50 + + #pragma shader_feature_local _WINDQUALITY_NONE _WINDQUALITY_FASTEST _WINDQUALITY_FAST _WINDQUALITY_BETTER _WINDQUALITY_BEST _WINDQUALITY_PALM + #pragma shader_feature_local EFFECT_BILLBOARD + + #define ENABLE_WIND + + #pragma vertex ExtractionVertex + #pragma fragment ExtractionFragment + + + #include "SpeedTree8Input.hlsl" + #include "SpeedTree8Passes.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DataExtractionPass.hlsl" + + ENDHLSL + } + Pass { Name "GBuffer" diff --git a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLit.shader b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLit.shader index 0ad6c5f40df..0d438b9c806 100644 --- a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLit.shader +++ b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLit.shader @@ -270,6 +270,40 @@ Shader "Universal Render Pipeline/Particles/Lit" #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthNormalsPass.hlsl" ENDHLSL } + + Pass + { + Name "Data Extraction" + Tags{"LightMode" = "DataExtraction"} + + ZWrite On + Cull[_Cull] + + HLSLPROGRAM + #pragma target 2.0 + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local _ _ALPHATEST_ON + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile_instancing + #pragma instancing_options procedural:ParticleInstancingSetup + #pragma editor_sync_compilation + + #pragma vertex ExtractionVertex + #pragma fragment ExtractionFragment + + #define INITIALIZE_DATA_EXTRACTION_SURFACE_DATA(a, b) + //#define INITIALIZE_DATA_EXTRACTION_SURFACE_DATA InitializeStandardLitSurfaceData + + #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesLitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DataExtractionPass.hlsl" + + ENDHLSL + } + // ------------------------------------------------------------------ // Scene view outline pass. Pass diff --git a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLit.shader b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLit.shader index 0e8fd97216f..a8d668a27c9 100644 --- a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLit.shader +++ b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLit.shader @@ -261,6 +261,40 @@ Shader "Universal Render Pipeline/Particles/Simple Lit" #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthNormalsPass.hlsl" ENDHLSL } + + Pass + { + Name "Data Extraction" + Tags{"LightMode" = "DataExtraction"} + + ZWrite On + Cull[_Cull] + + HLSLPROGRAM + #pragma target 2.0 + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local _ _ALPHATEST_ON + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile_instancing + #pragma instancing_options procedural:ParticleInstancingSetup + #pragma editor_sync_compilation + + #pragma vertex ExtractionVertex + #pragma fragment ExtractionFragment + + #define INITIALIZE_DATA_EXTRACTION_SURFACE_DATA(a, b) + //#define INITIALIZE_DATA_EXTRACTION_SURFACE_DATA InitializeStandardLitSurfaceData + + #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesSimpleLitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DataExtractionPass.hlsl" + + ENDHLSL + } + // ------------------------------------------------------------------ // Scene view outline pass. Pass diff --git a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlit.shader b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlit.shader index 9108959b365..05b376f3c49 100644 --- a/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlit.shader +++ b/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlit.shader @@ -176,6 +176,40 @@ Shader "Universal Render Pipeline/Particles/Unlit" #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesDepthNormalsPass.hlsl" ENDHLSL } + + Pass + { + Name "Data Extraction" + Tags{"LightMode" = "DataExtraction"} + + ZWrite On + Cull[_Cull] + + HLSLPROGRAM + #pragma target 2.0 + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local _ _ALPHATEST_ON + + // ------------------------------------- + // Unity defined keywords + #pragma multi_compile_instancing + #pragma instancing_options procedural:ParticleInstancingSetup + #pragma editor_sync_compilation + + #pragma vertex ExtractionVertex + #pragma fragment ExtractionFragment + + #define INITIALIZE_DATA_EXTRACTION_SURFACE_DATA(a, b) + //#define INITIALIZE_DATA_EXTRACTION_SURFACE_DATA InitializeStandardLitSurfaceData + + #include "Packages/com.unity.render-pipelines.universal/Shaders/Particles/ParticlesUnlitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DataExtractionPass.hlsl" + + ENDHLSL + } + // ------------------------------------------------------------------ // Scene view outline pass. Pass diff --git a/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader b/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader index 3664f1ee857..76c2b303454 100644 --- a/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader +++ b/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader @@ -274,6 +274,39 @@ Shader "Universal Render Pipeline/Simple Lit" ENDHLSL } + Pass + { + Name "Data Extraction" + Tags{"LightMode" = "DataExtraction"} + + ZWrite[_ZWrite] + Cull[_Cull] + + HLSLPROGRAM + #pragma exclude_renderers d3d11_9x gles + #pragma target 4.5 + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local _NORMALMAP + #pragma shader_feature_local_fragment _ALPHATEST_ON + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma editor_sync_compilation + + #pragma vertex ExtractionVertex + #pragma fragment ExtractionFragment + + #define INITIALIZE_DATA_EXTRACTION_SURFACE_DATA InitializeSimpleLitSurfaceData + + #include "Packages/com.unity.render-pipelines.universal/Shaders/SimpleLitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DataExtractionPass.hlsl" + ENDHLSL + } + // This pass it not used during regular rendering, only for lightmap baking. Pass { diff --git a/com.unity.render-pipelines.universal/Shaders/Unlit.shader b/com.unity.render-pipelines.universal/Shaders/Unlit.shader index 20f851cb375..be85751170f 100644 --- a/com.unity.render-pipelines.universal/Shaders/Unlit.shader +++ b/com.unity.render-pipelines.universal/Shaders/Unlit.shader @@ -126,6 +126,40 @@ Shader "Universal Render Pipeline/Unlit" ENDHLSL } + Pass + { + Name "Data Extraction" + Tags{"LightMode" = "DataExtraction"} + + ZWrite[_ZWrite] + Cull[_Cull] + + HLSLPROGRAM + #pragma exclude_renderers gles gles3 glcore + #pragma target 4.5 + #pragma enable_d3d11_debug_symbols + + // ------------------------------------- + // Material Keywords + #pragma shader_feature_local_fragment _ALPHATEST_ON + + //-------------------------------------- + // GPU Instancing + #pragma multi_compile_instancing + #pragma multi_compile _ DOTS_INSTANCING_ON + #pragma editor_sync_compilation + + #pragma vertex ExtractionVertex + #pragma fragment ExtractionFragment + + #define INITIALIZE_DATA_EXTRACTION_SURFACE_DATA(a, b) + + #include "Packages/com.unity.render-pipelines.universal/Shaders/UnlitInput.hlsl" + #include "Packages/com.unity.render-pipelines.universal/Shaders/DataExtractionPass.hlsl" + + ENDHLSL + } + // This pass it not used during regular rendering, only for lightmap baking. Pass { diff --git a/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl b/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl index 765819659a3..99129969dcd 100644 --- a/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl +++ b/com.unity.shadergraph/Editor/Generation/Targets/BuiltIn/Editor/ShaderGraph/Includes/DepthOnlyPass.hlsl @@ -1,6 +1,8 @@ #ifndef SG_DEPTH_ONLY_PASS_INCLUDED #define SG_DEPTH_ONLY_PASS_INCLUDED +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/DataExtraction.hlsl" + PackedVaryings vert(Attributes input) { Varyings output = (Varyings)0; @@ -28,7 +30,7 @@ half4 frag(PackedVaryings packedInput) : SV_TARGET // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly outColor = float4(_ObjectId, _PassValue, 1.0, 1.0); #elif defined(SCENEPICKINGPASS) - outColor = _SelectionID; + outColor = ComputePickingValue(_SelectionID.x == RENDER_ENTITY_ID); #endif return outColor;