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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8210_Fullscreen/CustomPP1_8210.cs b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8210_Fullscreen/CustomPP1_8210.cs
new file mode 100644
index 00000000000..6f5940eb31b
--- /dev/null
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8210_Fullscreen/CustomPP1_8210.cs
@@ -0,0 +1,43 @@
+using UnityEngine;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.HighDefinition;
+using System;
+
+[Serializable, VolumeComponentMenu("Post-processing/Custom/8210_CustomPP1")]
+public sealed class CustomPP1_8210 : CustomPostProcessVolumeComponent, IPostProcessComponent
+{
+ [Tooltip("Controls the intensity of the effect.")]
+ public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f);
+
+ Material m_Material;
+
+ public bool IsActive() => m_Material != null && intensity.value > 0f;
+
+ // Do not forget to add this post process in the Custom Post Process Orders list (Project Settings > Graphics > HDRP Settings).
+ public override CustomPostProcessInjectionPoint injectionPoint => CustomPostProcessInjectionPoint.BeforePostProcess;
+
+ const string kShaderName = "Hidden/Shader/8210_CustomPP1";
+
+ public override void Setup()
+ {
+ if (Shader.Find(kShaderName) != null)
+ m_Material = new Material(Shader.Find(kShaderName));
+ else
+ Debug.LogError($"Unable to find shader '{kShaderName}'. Post Process Volume 8210_CustomPP1 is unable to load.");
+ }
+
+ public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination)
+ {
+ if (m_Material == null)
+ return;
+
+ m_Material.SetFloat("_Intensity", intensity.value);
+ m_Material.SetTexture("_MainTex", source);
+ HDUtils.DrawFullScreen(cmd, m_Material, destination, shaderPassId: 0);
+ }
+
+ public override void Cleanup()
+ {
+ CoreUtils.Destroy(m_Material);
+ }
+}
diff --git a/com.unity.render-pipelines.core/Runtime/Debugging/DebugFrameTiming.cs.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8210_Fullscreen/CustomPP1_8210.cs.meta
similarity index 83%
rename from com.unity.render-pipelines.core/Runtime/Debugging/DebugFrameTiming.cs.meta
rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8210_Fullscreen/CustomPP1_8210.cs.meta
index 70cbc1ceaa5..fd9a919b2b2 100644
--- a/com.unity.render-pipelines.core/Runtime/Debugging/DebugFrameTiming.cs.meta
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8210_Fullscreen/CustomPP1_8210.cs.meta
@@ -1,5 +1,5 @@
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diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8210_Fullscreen/CustomPP2_8210.cs b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8210_Fullscreen/CustomPP2_8210.cs
new file mode 100644
index 00000000000..83a8fced32f
--- /dev/null
+++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8210_Fullscreen/CustomPP2_8210.cs
@@ -0,0 +1,43 @@
+using UnityEngine;
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.HighDefinition;
+using System;
+
+[Serializable, VolumeComponentMenu("Post-processing/Custom/8210_CustomPP2")]
+public sealed class CustomPP2_8210 : CustomPostProcessVolumeComponent, IPostProcessComponent
+{
+ [Tooltip("Controls the intensity of the effect.")]
+ public ClampedFloatParameter intensity = new ClampedFloatParameter(0f, 0f, 1f);
+
+ Material m_Material;
+
+ public bool IsActive() => m_Material != null && intensity.value > 0f;
+
+ // Do not forget to add this post process in the Custom Post Process Orders list (Project Settings > Graphics > HDRP Settings).
+ public override CustomPostProcessInjectionPoint injectionPoint => CustomPostProcessInjectionPoint.AfterPostProcess;
+
+ const string kShaderName = "Hidden/Shader/8210_CustomPP2";
+
+ public override void Setup()
+ {
+ if (Shader.Find(kShaderName) != null)
+ m_Material = new Material(Shader.Find(kShaderName));
+ else
+ Debug.LogError($"Unable to find shader '{kShaderName}'. Post Process Volume 8210_CustomPP2 is unable to load.");
+ }
+
+ public override void Render(CommandBuffer cmd, HDCamera camera, RTHandle source, RTHandle destination)
+ {
+ if (m_Material == null)
+ return;
+
+ m_Material.SetFloat("_Intensity", intensity.value);
+ m_Material.SetTexture("_MainTex", source);
+ HDUtils.DrawFullScreen(cmd, m_Material, destination, shaderPassId: 0);
+ }
+
+ public override void Cleanup()
+ {
+ CoreUtils.Destroy(m_Material);
+ }
+}
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similarity index 83%
rename from com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/TargetData/IRequiresData.cs.meta
rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/8x_ShaderGraph/8210_Fullscreen/CustomPP2_8210.cs.meta
index 0fb7e9a32ac..4aa34ad8ba1 100644
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new file mode 100644
index 00000000000..4b5ae66d2b8
--- /dev/null
+++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/8210_Fullscreen.png
@@ -0,0 +1,3 @@
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new file mode 100644
index 00000000000..526bced6808
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+++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/8210_Fullscreen.png.meta
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diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/8210_Fullscreen.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/8210_Fullscreen.png
new file mode 100644
index 00000000000..b1c16e329c9
--- /dev/null
+++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/8210_Fullscreen.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:0e21d4c9073daddde69fbe1d20c8d95ff8f0ad21ec7ac44fb062c0e04a8246cd
+size 26816
diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/8210_Fullscreen.png.meta b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/8210_Fullscreen.png.meta
new file mode 100644
index 00000000000..c89f3a951ad
--- /dev/null
+++ b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Vulkan/None/8210_Fullscreen.png.meta
@@ -0,0 +1,111 @@
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diff --git a/TestProjects/HDRP_Tests/Assets/Temp.meta b/TestProjects/HDRP_Tests/Assets/Temp.meta
new file mode 100644
index 00000000000..402d88af911
--- /dev/null
+++ b/TestProjects/HDRP_Tests/Assets/Temp.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 0b8f8b243c34f0c45bdb910737c5297b
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
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diff --git a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
index c3fc123a49e..cb8aa8ceadf 100644
--- a/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
+++ b/TestProjects/HDRP_Tests/ProjectSettings/EditorBuildSettings.asset
@@ -704,6 +704,9 @@ EditorBuildSettings:
- enabled: 1
path: Assets/GraphicTests/Scenes/8x_ShaderGraph/8209_CustomPassNodes.unity
guid: beda2df19b812c944a26a77591f54588
+ - enabled: 1
+ path: Assets/GraphicTests/Scenes/8x_ShaderGraph/8210_Fullscreen.unity
+ guid: 74b447ba1a6ee064fb7ebe7a6e56c62d
- enabled: 1
path: Assets/GraphicTests/Scenes/9x_Other/9001_LODTransition.unity
guid: b15315a1f9287fa4dac965a039b3b778
@@ -821,4 +824,3 @@ EditorBuildSettings:
- enabled: 1
path: Assets/GraphicTests/Scenes/2x_Lighting/2319_Mixed_Cached_ShadowMap_Area.unity
guid: 7e722454fc2b45846bf45661cc490359
- m_configObjects: {}
diff --git a/com.unity.render-pipelines.core/Runtime/Utilities/Blitter.cs b/com.unity.render-pipelines.core/Runtime/Utilities/Blitter.cs
index d87b4447738..18a72c6f72e 100644
--- a/com.unity.render-pipelines.core/Runtime/Utilities/Blitter.cs
+++ b/com.unity.render-pipelines.core/Runtime/Utilities/Blitter.cs
@@ -239,6 +239,22 @@ public static void BlitTexture(CommandBuffer cmd, RTHandle source, Vector4 scale
DrawTriangle(cmd, material, pass);
}
+ ///
+ /// Blit a Texture with a specified material. The reference name "_BlitTexture" will be used to bind the input texture.
+ ///
+ /// Command Buffer used for rendering.
+ /// Source render target.
+ /// Destination render target.
+ /// Material to invoke when blitting.
+ /// Pass idx within the material to invoke.
+ public static void BlitTexture(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material, int pass)
+ {
+ // Unfortunately there is no function bind a RenderTargetIdentifier with a property block so we have to bind it globally.
+ cmd.SetGlobalTexture(BlitShaderIDs._BlitTexture, source);
+ cmd.SetRenderTarget(destination);
+ DrawTriangle(cmd, material, pass);
+ }
+
///
/// Blit a RTHandle to another RTHandle.
/// This will properly account for partial usage (in term of resolution) of the texture for the current viewport.
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/HDRP-Fullscreen-Frost-Effect.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/HDRP-Fullscreen-Frost-Effect.png
new file mode 100644
index 00000000000..e1333101d04
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/HDRP-Fullscreen-Frost-Effect.png
@@ -0,0 +1,3 @@
+version https://git-lfs.github.com/spec/v1
+oid sha256:ba548a536f6a31e2e312acee234d1659dd9ecab79bac54686ff77cf541eda227
+size 1044863
diff --git a/com.unity.render-pipelines.high-definition/Documentation~/whats-new-13.md b/com.unity.render-pipelines.high-definition/Documentation~/whats-new-13.md
index e5b87d8a890..4b3ffdae633 100644
--- a/com.unity.render-pipelines.high-definition/Documentation~/whats-new-13.md
+++ b/com.unity.render-pipelines.high-definition/Documentation~/whats-new-13.md
@@ -4,4 +4,13 @@ This page contains an overview of new features, improvements, and issues resolve
## Added
+### Fullscreen Shader Graph
+
+
+
+HDRP 13.0 introduces a new material type in ShaderGraph to create fullscreen effects.
+Shaders of the fullscreen type can be used in fullscreen custom passes, custom post processes and C# scripting.
+
+For more details on how to use fulscreen shaders, see [FullScreen Shader Graph](Fullscreen-Shader-Graph.md).
+
## Updated
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen.meta b/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen.meta
new file mode 100644
index 00000000000..032068b9aec
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 0f0ba7de1a498de4c94a45af7864bd68
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen/ShaderGraph.meta b/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen/ShaderGraph.meta
new file mode 100644
index 00000000000..9194d2bdcd8
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen/ShaderGraph.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 3242e527472609e438ae952a4b3b7cd8
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
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diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen/ShaderGraph/CreateHDFullscreenShaderGraph.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen/ShaderGraph/CreateHDFullscreenShaderGraph.cs
new file mode 100644
index 00000000000..afae06f4747
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen/ShaderGraph/CreateHDFullscreenShaderGraph.cs
@@ -0,0 +1,25 @@
+using System;
+using UnityEditor.ShaderGraph;
+using UnityEngine.Rendering;
+using UnityEditor.Rendering.Fullscreen.ShaderGraph;
+
+namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
+{
+ static class CreateHDFullscreenShaderGraph
+ {
+ [MenuItem("Assets/Create/Shader Graph/HDRP/Fullscreen Shader Graph", priority = CoreUtils.Priorities.assetsCreateShaderMenuPriority + 7)]
+ public static void CreateHDFullscreenGraph()
+ {
+ var target = (HDTarget)Activator.CreateInstance(typeof(HDTarget));
+ target.TrySetActiveSubTarget(typeof(HDFullscreenSubTarget));
+
+ var blockDescriptors = new[]
+ {
+ BlockFields.SurfaceDescription.BaseColor,
+ BlockFields.SurfaceDescription.Alpha,
+ };
+
+ GraphUtil.CreateNewGraphWithOutputs(new[] { target }, blockDescriptors);
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen/ShaderGraph/CreateHDFullscreenShaderGraph.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen/ShaderGraph/CreateHDFullscreenShaderGraph.cs.meta
new file mode 100644
index 00000000000..de23a02b4f6
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen/ShaderGraph/CreateHDFullscreenShaderGraph.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 0825e29af0b161f44aa7027af2619ab7
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen/ShaderGraph/HDFullscreenSubtarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen/ShaderGraph/HDFullscreenSubtarget.cs
new file mode 100644
index 00000000000..8b2fa09e02b
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen/ShaderGraph/HDFullscreenSubtarget.cs
@@ -0,0 +1,48 @@
+using UnityEditor.ShaderGraph;
+using UnityEngine;
+using static UnityEditor.Rendering.BuiltIn.ShaderUtils;
+using UnityEditor.Rendering.BuiltIn;
+using System;
+using UnityEditor.Rendering.Fullscreen.ShaderGraph;
+using UnityEngine.Rendering.HighDefinition;
+using UnityEditor.ShaderGraph.Internal;
+
+namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
+{
+ class HDFullscreenSubTarget : FullscreenSubTarget, IHasMetadata
+ {
+ static readonly GUID kSourceCodeGuid = new GUID("657f6eb2bee4e2f4985ec1ac58eb04cb"); // HDFullscreenSubTarget.cs
+
+ public override void Setup(ref TargetSetupContext context)
+ {
+ base.Setup(ref context);
+ context.AddAssetDependency(kSourceCodeGuid, AssetCollection.Flags.SourceDependency);
+ }
+
+ protected override string pipelineTag => HDRenderPipeline.k_ShaderTagName;
+
+ protected override IncludeCollection pregraphIncludes => new IncludeCollection
+ {
+ { CoreIncludes.MinimalCorePregraph },
+ { "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassSampling.hlsl", IncludeLocation.Pregraph},
+ { "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl", IncludeLocation.Pregraph}, // Need this to make the scene color/depth nodes work
+ { "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Fullscreen/HDFullscreenFunctions.hlsl", IncludeLocation.Pregraph},
+ { CoreIncludes.kShaderGraphFunctions, IncludeLocation.Pregraph }
+ };
+
+ public override bool IsNodeAllowedBySubTarget(Type nodeType)
+ {
+ if (nodeType == typeof(BakedGINode))
+ return false;
+ return base.IsNodeAllowedBySubTarget(nodeType);
+ }
+
+ // We don't need the save context / update materials for now
+ public override object saveContext => null;
+
+ public HDFullscreenSubTarget()
+ {
+ displayName = "Fullscreen";
+ }
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen/ShaderGraph/HDFullscreenSubtarget.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen/ShaderGraph/HDFullscreenSubtarget.cs.meta
new file mode 100644
index 00000000000..91a8b7edb82
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fullscreen/ShaderGraph/HDFullscreenSubtarget.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 657f6eb2bee4e2f4985ec1ac58eb04cb
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
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diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs
index 5a95e9a1cdf..6c11308cf6a 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs
@@ -63,8 +63,14 @@ sealed class HDTarget : Target, IHasMetadata, ILegacyTarget, IMaySupportVFX, IRe
[SerializeField]
JsonData m_ActiveSubTarget;
+ public SubTarget activeSubTarget
+ {
+ get => m_ActiveSubTarget.value;
+ set => m_ActiveSubTarget = value;
+ }
+
[SerializeField]
- List> m_Datas = new List>();
+ List> m_Datas = new List>();
[SerializeField]
string m_CustomEditorGUI;
@@ -75,7 +81,8 @@ sealed class HDTarget : Target, IHasMetadata, ILegacyTarget, IMaySupportVFX, IRe
private static readonly List m_IncompatibleVFXSubTargets = new List
{
// Currently there is not support for VFX decals via HDRP master node.
- typeof(DecalSubTarget)
+ typeof(DecalSubTarget),
+ typeof(HDFullscreenSubTarget),
};
internal override bool ignoreCustomInterpolators => false;
@@ -85,7 +92,14 @@ public override bool IsNodeAllowedByTarget(Type nodeType)
{
SRPFilterAttribute srpFilter = NodeClassCache.GetAttributeOnNodeType(nodeType);
bool worksWithThisSrp = srpFilter == null || srpFilter.srpTypes.Contains(typeof(HDRenderPipeline));
- return worksWithThisSrp && base.IsNodeAllowedByTarget(nodeType);
+
+ SubTargetFilterAttribute subTargetFilter = NodeClassCache.GetAttributeOnNodeType(nodeType);
+ bool worksWithThisSubTarget = subTargetFilter == null || subTargetFilter.subTargetTypes.Contains(activeSubTarget.GetType());
+
+ if (activeSubTarget.IsActive())
+ worksWithThisSubTarget &= activeSubTarget.IsNodeAllowedBySubTarget(nodeType);
+
+ return worksWithThisSrp && worksWithThisSubTarget && base.IsNodeAllowedByTarget(nodeType);
}
public HDTarget()
@@ -271,12 +285,15 @@ public bool TrySetActiveSubTarget(Type subTargetType)
void ProcessSubTargetDatas(SubTarget subTarget)
{
- var typeCollection = TypeCache.GetTypesDerivedFrom();
+ var typeCollection = TypeCache.GetTypesDerivedFrom();
foreach (var type in typeCollection)
{
+ if (type.IsGenericType)
+ continue;
+
// Data requirement interfaces need generic type arguments
// Therefore we need to use reflections to call the method
- var methodInfo = typeof(HDTarget).GetMethod("SetDataOnSubTarget");
+ var methodInfo = typeof(HDTarget).GetMethod(nameof(SetDataOnSubTarget));
var genericMethodInfo = methodInfo.MakeGenericMethod(type);
genericMethodInfo.Invoke(this, new object[] { subTarget });
}
@@ -291,13 +308,13 @@ void ClearUnusedData()
// Data requirement interfaces need generic type arguments
// Therefore we need to use reflections to call the method
- var methodInfo = typeof(HDTarget).GetMethod("ValidateDataForSubTarget");
+ var methodInfo = typeof(HDTarget).GetMethod(nameof(ValidateDataForSubTarget));
var genericMethodInfo = methodInfo.MakeGenericMethod(type);
genericMethodInfo.Invoke(this, new object[] { m_ActiveSubTarget.value, data.value });
}
}
- public void SetDataOnSubTarget(SubTarget subTarget) where T : HDTargetData
+ public void SetDataOnSubTarget(SubTarget subTarget) where T : JsonObject
{
if (!(subTarget is IRequiresData requiresData))
return;
@@ -314,7 +331,7 @@ public void SetDataOnSubTarget(SubTarget subTarget) where T : HDTargetData
requiresData.data = data;
}
- public void ValidateDataForSubTarget(SubTarget subTarget, T data) where T : HDTargetData
+ public void ValidateDataForSubTarget(SubTarget subTarget, T data) where T : JsonObject
{
if (!(subTarget is IRequiresData requiresData))
{
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSampleBufferNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSampleBufferNode.cs
new file mode 100644
index 00000000000..38b95661747
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSampleBufferNode.cs
@@ -0,0 +1,211 @@
+using System.Collections.Generic;
+using System;
+using UnityEngine;
+using UnityEditor.Graphing;
+using UnityEditor.ShaderGraph;
+using UnityEditor.ShaderGraph.Drawing.Controls;
+using UnityEditor.ShaderGraph.Internal;
+using UnityEngine.Rendering.HighDefinition;
+using System.Reflection;
+using System.Linq;
+
+namespace UnityEditor.Rendering.HighDefinition
+{
+ [SRPFilter(typeof(HDRenderPipeline))]
+ [Title("Input", "High Definition Render Pipeline", "HD Sample Buffer")]
+ sealed class HDSampleBufferNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireScreenPosition, IMayRequireDepthTexture, IMayRequireNDCPosition
+ {
+ const string k_ScreenPositionSlotName = "UV";
+ const string k_OutputSlotName = "Output";
+ const string k_SamplerInputSlotName = "Sampler";
+
+ const int k_ScreenPositionSlotId = 0;
+ const int k_OutputSlotId = 2;
+ public const int k_SamplerInputSlotId = 3;
+
+ public enum BufferType
+ {
+ NormalWorldSpace,
+ Roughness,
+ MotionVectors,
+ IsSky,
+ PostProcessInput,
+ }
+
+ [SerializeField]
+ private BufferType m_BufferType = BufferType.NormalWorldSpace;
+
+ [EnumControl("Source Buffer")]
+ public BufferType bufferType
+ {
+ get { return m_BufferType; }
+ set
+ {
+ if (m_BufferType == value)
+ return;
+
+ m_BufferType = value;
+ UpdateNodeAfterDeserialization();
+ Dirty(ModificationScope.Graph);
+ }
+ }
+
+ public override string documentationURL => Documentation.GetPageLink("SGNode-HD-Sample-Buffer");
+
+ public HDSampleBufferNode()
+ {
+ name = "HD Sample Buffer";
+ synonyms = new string[] { "normal", "motion vector", "roughness", "postprocessinput", "blit", "issky"};
+ UpdateNodeAfterDeserialization();
+ }
+
+ public override bool hasPreview { get { return true; } }
+ public override PreviewMode previewMode => PreviewMode.Preview2D;
+
+ int channelCount;
+
+ public sealed override void UpdateNodeAfterDeserialization()
+ {
+ AddSlot(new ScreenPositionMaterialSlot(k_ScreenPositionSlotId, k_ScreenPositionSlotName, k_ScreenPositionSlotName, ScreenSpaceType.Default));
+ AddSlot(new SamplerStateMaterialSlot(k_SamplerInputSlotId, k_SamplerInputSlotName, k_SamplerInputSlotName, SlotType.Input));
+
+ switch (bufferType)
+ {
+ case BufferType.NormalWorldSpace:
+ AddSlot(new Vector3MaterialSlot(k_OutputSlotId, k_OutputSlotName, k_OutputSlotName, SlotType.Output, Vector3.zero, ShaderStageCapability.Fragment));
+ channelCount = 3;
+ break;
+ case BufferType.Roughness:
+ AddSlot(new Vector1MaterialSlot(k_OutputSlotId, k_OutputSlotName, k_OutputSlotName, SlotType.Output, 0, ShaderStageCapability.Fragment));
+ channelCount = 1;
+ break;
+ case BufferType.MotionVectors:
+ AddSlot(new Vector2MaterialSlot(k_OutputSlotId, k_OutputSlotName, k_OutputSlotName, SlotType.Output, Vector2.zero, ShaderStageCapability.Fragment));
+ channelCount = 2;
+ break;
+ case BufferType.IsSky:
+ AddSlot(new Vector1MaterialSlot(k_OutputSlotId, k_OutputSlotName, k_OutputSlotName, SlotType.Output, 0, ShaderStageCapability.Fragment));
+ channelCount = 1;
+ break;
+ case BufferType.PostProcessInput:
+ AddSlot(new ColorRGBAMaterialSlot(k_OutputSlotId, k_OutputSlotName, k_OutputSlotName, SlotType.Output, Color.black, ShaderStageCapability.Fragment));
+ channelCount = 4;
+ break;
+ }
+
+ RemoveSlotsNameNotMatching(new[]
+ {
+ k_ScreenPositionSlotId,
+ k_SamplerInputSlotId,
+ k_OutputSlotId,
+ });
+ }
+
+ string GetFunctionName() => $"Unity_HDRP_SampleBuffer_{bufferType}_$precision";
+
+ public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
+ {
+ // Preview SG doesn't have access to HDRP depth buffer
+ if (!generationMode.IsPreview())
+ {
+ registry.RequiresIncludePath("Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl");
+ registry.RequiresIncludePath("Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl");
+
+ registry.ProvideFunction(GetFunctionName(), s =>
+ {
+ if (bufferType == BufferType.PostProcessInput)
+ {
+ // Declare post process input here because the property collector don't support TEXTURE_X type
+ s.AppendLine($"TEXTURE2D_X({nameof(HDShaderIDs._CustomPostProcessInput)});");
+ s.AppendLine($"SAMPLER(sampler{nameof(HDShaderIDs._CustomPostProcessInput)});");
+ }
+
+ // Declare post process input here because the property collector don't support TEXTURE_X type
+ s.AppendLine($"TEXTURE2D_X({nameof(HDShaderIDs._CustomPostProcessInput)});");
+ s.AppendLine($"SAMPLER(sampler{nameof(HDShaderIDs._CustomPostProcessInput)});");
+
+ s.AppendLine("$precision{1} {0}($precision2 uv, SamplerState samplerState)", GetFunctionName(), channelCount);
+ using (s.BlockScope())
+ {
+ switch (bufferType)
+ {
+ case BufferType.NormalWorldSpace:
+ s.AppendLine("uint2 pixelCoords = uint2(uv * _ScreenSize.xy);");
+ s.AppendLine("NormalData normalData;");
+ s.AppendLine("DecodeFromNormalBuffer(pixelCoords, normalData);");
+ s.AppendLine("return IsSky(pixelCoords) ? 0 : normalData.normalWS;");
+ break;
+ case BufferType.Roughness:
+ s.AppendLine("uint2 pixelCoords = uint2(uv * _ScreenSize.xy);");
+ s.AppendLine("NormalData normalData;");
+ s.AppendLine("DecodeFromNormalBuffer(pixelCoords, normalData);");
+ s.AppendLine("return IsSky(pixelCoords) ? 0 : PerceptualRoughnessToRoughness(normalData.perceptualRoughness);");
+ break;
+ case BufferType.MotionVectors:
+ s.AppendLine($"float4 motionVecBufferSample = SAMPLE_TEXTURE2D_X_LOD(_CameraMotionVectorsTexture, samplerState, uv * _RTHandleScale.xy, 0);");
+ s.AppendLine("float2 motionVec;");
+ s.AppendLine("DecodeMotionVector(motionVecBufferSample, motionVec);");
+ s.AppendLine("return motionVec;");
+ break;
+ case BufferType.IsSky:
+ s.AppendLine("return IsSky(uv) ? 1 : 0;");
+ break;
+ case BufferType.PostProcessInput:
+ s.AppendLine("return SAMPLE_TEXTURE2D_X_LOD(_CustomPostProcessInput, samplerState, uv * _RTHandlePostProcessScale.xy, 0);");
+ break;
+ default:
+ s.AppendLine("return 0.0;");
+ break;
+ }
+ }
+ });
+ }
+ else
+ {
+ registry.ProvideFunction(GetFunctionName(), s =>
+ {
+ s.AppendLine("$precision{1} {0}($precision2 uv)", GetFunctionName(), channelCount);
+ using (s.BlockScope())
+ {
+ switch (bufferType)
+ {
+ case BufferType.NormalWorldSpace:
+ s.AppendLine("return LatlongToDirectionCoordinate(uv);");
+ break;
+ case BufferType.MotionVectors:
+ s.AppendLine("return uv * 2 - 1;");
+ break;
+ case BufferType.Roughness:
+ s.AppendLine("return uv.x;");
+ break;
+ case BufferType.PostProcessInput:
+ default:
+ s.AppendLine("return 0.0;");
+ break;
+ }
+ }
+ });
+ }
+ }
+
+ public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
+ {
+ string uv = GetSlotValue(k_ScreenPositionSlotId, generationMode);
+ if (generationMode.IsPreview())
+ {
+ sb.AppendLine($"$precision{channelCount} {GetVariableNameForSlot(k_OutputSlotId)} = {GetFunctionName()}(IN.ScreenPosition.xy);");
+ }
+ else
+ {
+ var samplerSlot = FindInputSlot(k_SamplerInputSlotId);
+ var edgesSampler = owner.GetEdges(samplerSlot.slotReference);
+ var sampler = edgesSampler.Any() ? $"{GetSlotValue(k_SamplerInputSlotId, generationMode)}.samplerstate" : "s_linear_clamp_sampler";
+ sb.AppendLine($"$precision{channelCount} {GetVariableNameForSlot(k_OutputSlotId)} = {GetFunctionName()}({uv}.xy, {sampler});");
+ }
+ }
+
+ public bool RequiresDepthTexture(ShaderStageCapability stageCapability) => true;
+ public bool RequiresNDCPosition(ShaderStageCapability stageCapability = ShaderStageCapability.All) => true;
+ public bool RequiresScreenPosition(ShaderStageCapability stageCapability = ShaderStageCapability.All) => true;
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSampleBufferNode.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSampleBufferNode.cs.meta
new file mode 100644
index 00000000000..8df9df1a982
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSampleBufferNode.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 09b26410cccbd384dbf1c339c9618713
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSceneColorNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSceneColorNode.cs
index 8c19fe210d7..0dc51571f24 100644
--- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSceneColorNode.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSceneColorNode.cs
@@ -86,6 +86,11 @@ public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode gener
s.AppendLine("#if defined(REQUIRE_OPAQUE_TEXTURE) && defined(_SURFACE_TYPE_TRANSPARENT) && defined(SHADERPASS) && (SHADERPASS != SHADERPASS_LIGHT_TRANSPORT)");
s.AppendLine("return SampleCameraColor(uv, lod) * exposureMultiplier;");
s.AppendLine("#endif");
+
+ s.AppendLine("#if defined(REQUIRE_OPAQUE_TEXTURE) && defined(CUSTOM_PASS_SAMPLING_HLSL) && defined(SHADERPASS) && (SHADERPASS == SHADERPASS_DRAWPROCEDURAL || SHADERPASS == SHADERPASS_BLIT)");
+ s.AppendLine("return CustomPassSampleCameraColor(uv, lod) * exposureMultiplier;");
+ s.AppendLine("#endif");
+
s.AppendLine("return $precision3(0.0, 0.0, 0.0);");
}
}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSceneDepthNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSceneDepthNode.cs
new file mode 100644
index 00000000000..42c0ae05aaa
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSceneDepthNode.cs
@@ -0,0 +1,119 @@
+using System.Collections.Generic;
+using System;
+using UnityEngine;
+using UnityEditor.Graphing;
+using UnityEditor.ShaderGraph;
+using UnityEditor.ShaderGraph.Drawing.Controls;
+using UnityEditor.ShaderGraph.Internal;
+using UnityEngine.Rendering.HighDefinition;
+using System.Reflection;
+
+namespace UnityEditor.Rendering.HighDefinition
+{
+ [SRPFilter(typeof(HDRenderPipeline))]
+ [Title("Input", "High Definition Render Pipeline", "HD Scene Depth")]
+ sealed class HDSceneDepthNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireScreenPosition, IMayRequireDepthTexture, IMayRequireNDCPosition
+ {
+ const string k_ScreenPositionSlotName = "UV";
+ const string k_LodInputSlotName = "Lod";
+ const string k_OutputSlotName = "Output";
+
+ const int k_ScreenPositionSlotId = 0;
+ const int k_LodInputSlotId = 1;
+ const int k_OutputSlotId = 2;
+
+ [SerializeField]
+ private DepthSamplingMode m_DepthSamplingMode = DepthSamplingMode.Linear01;
+
+ [EnumControl("Sampling Mode")]
+ public DepthSamplingMode depthSamplingMode
+ {
+ get { return m_DepthSamplingMode; }
+ set
+ {
+ if (m_DepthSamplingMode == value)
+ return;
+
+ m_DepthSamplingMode = value;
+ Dirty(ModificationScope.Graph);
+ }
+ }
+
+ public override string documentationURL => Documentation.GetPageLink("SGNode-HD-Scene-Depth");
+
+ public HDSceneDepthNode()
+ {
+ name = "HD Scene Depth";
+ synonyms = new string[] { "hdzbuffer", "hdzdepth" };
+ UpdateNodeAfterDeserialization();
+ }
+
+ public override bool hasPreview { get { return false; } }
+
+ public sealed override void UpdateNodeAfterDeserialization()
+ {
+ AddSlot(new ScreenPositionMaterialSlot(k_ScreenPositionSlotId, k_ScreenPositionSlotName, k_ScreenPositionSlotName, ScreenSpaceType.Default));
+ AddSlot(new Vector1MaterialSlot(k_LodInputSlotId, k_LodInputSlotName, k_LodInputSlotName, SlotType.Input, 0, ShaderStageCapability.Fragment));
+ AddSlot(new Vector1MaterialSlot(k_OutputSlotId, k_OutputSlotName, k_OutputSlotName, SlotType.Output, 0, ShaderStageCapability.Fragment));
+
+ RemoveSlotsNameNotMatching(new[]
+ {
+ k_ScreenPositionSlotId,
+ k_LodInputSlotId,
+ k_OutputSlotId,
+ });
+ }
+
+ string GetFunctionName() => "Unity_HDRP_SampleSceneDepth_$precision";
+
+ public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode generationMode)
+ {
+ // Preview SG doesn't have access to HDRP depth buffer
+ if (!generationMode.IsPreview())
+ {
+
+ registry.ProvideFunction(GetFunctionName(), s =>
+ {
+ registry.builder.AppendLine("StructuredBuffer _DepthPyramidMipLevelOffsets;");
+ s.AppendLine("$precision {0}($precision2 uv, $precision lod)", GetFunctionName());
+ using (s.BlockScope())
+ {
+ s.AppendLine("#if defined(REQUIRE_DEPTH_TEXTURE) && defined(SHADERPASS) && (SHADERPASS != SHADERPASS_LIGHT_TRANSPORT)");
+ s.AppendLine("int2 coord = int2(uv * _ScreenSize.xy);");
+ s.AppendLine("int2 mipCoord = coord.xy >> int(lod);");
+ s.AppendLine("int2 mipOffset = _DepthPyramidMipLevelOffsets[int(lod)];");
+ s.AppendLine("return LOAD_TEXTURE2D_X(_CameraDepthTexture, mipOffset + mipCoord).r;");
+ s.AppendLine("#endif");
+
+ s.AppendLine("return 0.0;");
+ }
+ });
+ }
+ }
+
+ public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMode)
+ {
+ if (generationMode.IsPreview())
+ {
+ sb.AppendLine("$precision3 {0} = 0.0;", GetVariableNameForSlot(k_OutputSlotId));
+ }
+ else
+ {
+ string uv = GetSlotValue(k_ScreenPositionSlotId, generationMode);
+ string lod = GetSlotValue(k_LodInputSlotId, generationMode);
+ string depth = $"{GetFunctionName()}({uv}.xy, {lod})";
+
+ if (depthSamplingMode == DepthSamplingMode.Eye)
+ depth = $"LinearEyeDepth({depth}, _ZBufferParams)";
+ if (depthSamplingMode == DepthSamplingMode.Linear01)
+ depth = $"Linear01Depth({depth}, _ZBufferParams)";
+
+ sb.AppendLine($"$precision3 {GetVariableNameForSlot(k_OutputSlotId)} = {depth};");
+ }
+ }
+
+ public bool RequiresDepthTexture(ShaderStageCapability stageCapability) => true;
+ public bool RequiresNDCPosition(ShaderStageCapability stageCapability = ShaderStageCapability.All) => true;
+ public bool RequiresScreenPosition(ShaderStageCapability stageCapability = ShaderStageCapability.All) => true;
+ }
+}
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSceneDepthNode.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSceneDepthNode.cs.meta
new file mode 100644
index 00000000000..89c27fecd38
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/Nodes/HDSceneDepthNode.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: c415afa2222171f4eaf631824966f118
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/TargetData/IRequiresData.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/TargetData/IRequiresData.cs
deleted file mode 100644
index 6568b3b2fc1..00000000000
--- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/TargetData/IRequiresData.cs
+++ /dev/null
@@ -1,7 +0,0 @@
-namespace UnityEditor.Rendering.HighDefinition.ShaderGraph
-{
- interface IRequiresData where T : HDTargetData
- {
- T data { get; set; }
- }
-}
diff --git a/com.unity.render-pipelines.high-definition/Editor/PostProcessing/Templates/CustomPostProcessingVolume.template b/com.unity.render-pipelines.high-definition/Editor/PostProcessing/Templates/CustomPostProcessingVolume.template
index a3e868188fd..05f68445812 100644
--- a/com.unity.render-pipelines.high-definition/Editor/PostProcessing/Templates/CustomPostProcessingVolume.template
+++ b/com.unity.render-pipelines.high-definition/Editor/PostProcessing/Templates/CustomPostProcessingVolume.template
@@ -32,7 +32,8 @@ public sealed class #SCRIPTNAME# : CustomPostProcessVolumeComponent, IPostProces
return;
m_Material.SetFloat("_Intensity", intensity.value);
- cmd.Blit(source, destination, m_Material, 0);
+ m_Material.SetTexture("_MainTex", source);
+ HDUtils.DrawFullScreen(cmd, m_Material, destination, shaderPassId: 0);
}
public override void Cleanup()
diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs
index 35c2358bb3e..21b324ecc39 100644
--- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs
@@ -47,6 +47,16 @@ private class Styles
public static GUIContent depthWrite = new GUIContent("Write Depth", "Choose to write depth to the screen.");
public static GUIContent depthCompareFunction = new GUIContent("Depth Test", "Choose a new test setting for the depth.");
+ //Stencil Settings
+ public static GUIContent overrideStencil = new GUIContent("Override Stencil", "Override stencil state of the objects rendered.");
+ public static GUIContent stencilReferenceValue = new GUIContent("Reference", "Reference value used for stencil comparison and operations.");
+ public static GUIContent stencilWriteMask = new GUIContent("Write Mask", "Tells which bit are allowed to be read during the stencil test.");
+ public static GUIContent stencilReadMask = new GUIContent("Read Mask", "Tells which bit are allowed to be written during the stencil test.");
+ public static GUIContent stencilCompareFunction = new GUIContent("Comparison", "Tells which function to use when doing the stencil test.");
+ public static GUIContent stencilPassOperation = new GUIContent("Pass", "Tells what to do when the stencil test succeed.");
+ public static GUIContent stencilFailOperation = new GUIContent("Fail", "Tells what to do when the stencil test fai1ls.");
+ public static GUIContent stencilDepthFailOperation = new GUIContent("Depth Fail", "Tells what to do when the depth test fails.");
+
//Camera Settings
public static GUIContent overrideCamera = new GUIContent("Camera", "Override camera projections.");
public static GUIContent cameraFOV = new GUIContent("Field Of View", "Field Of View to render this pass in.");
@@ -59,6 +69,38 @@ private class Styles
public static string objectRendererTwiceWithMSAA = "If MSAA is enabled, re-rendering the same object twice will cause depth test artifacts in Before/After Post Process injection points";
}
+ // Workaround enum to make the EnumFlagsField work, it doesn't handle well enm flags that don't contain all the individual bits as enum values like the UserStencilUsage enum.
+ [Flags]
+ enum UserStencilUsageWorkaround
+ {
+ UserBit0 = 1 << 0,
+ UserBit1 = 1 << 1,
+ }
+
+ static UserStencilUsage ConvertToUserStencilUsage(UserStencilUsageWorkaround w)
+ {
+ UserStencilUsage result = 0;
+
+ if ((w & UserStencilUsageWorkaround.UserBit0) != 0)
+ result |= UserStencilUsage.UserBit0;
+ if ((w & UserStencilUsageWorkaround.UserBit1) != 0)
+ result |= UserStencilUsage.UserBit1;
+
+ return result;
+ }
+
+ static UserStencilUsageWorkaround ConvertToUserStencilUsageWorkaround(UserStencilUsage w)
+ {
+ UserStencilUsageWorkaround result = 0;
+
+ if ((w & UserStencilUsage.UserBit0) != 0)
+ result |= UserStencilUsageWorkaround.UserBit0;
+ if ((w & UserStencilUsage.UserBit1) != 0)
+ result |= UserStencilUsageWorkaround.UserBit1;
+
+ return result;
+ }
+
//Headers and layout
private int m_FilterLines = 2;
private int m_MaterialLines = 2;
@@ -85,11 +127,22 @@ private class Styles
SerializedProperty m_DepthCompareFunction;
SerializedProperty m_DepthWrite;
+ // Override stencil state
+ SerializedProperty m_OverrideStencilState;
+ SerializedProperty m_StencilReferenceValue;
+ SerializedProperty m_StencilWriteMask;
+ SerializedProperty m_StencilReadMask;
+ SerializedProperty m_StencilComparison;
+ SerializedProperty m_StencilPassOperation;
+ SerializedProperty m_StencilFailOperation;
+ SerializedProperty m_StencilDepthFailOperation;
+
ReorderableList m_ShaderPassesList;
CustomPassVolume m_Volume;
- bool customDepthIsNone => (CustomPass.TargetBuffer)m_TargetDepthBuffer.intValue == CustomPass.TargetBuffer.None;
+ CustomPass.TargetBuffer targetDepthBuffer => (CustomPass.TargetBuffer)m_TargetDepthBuffer.intValue;
+ bool customDepthIsNone => targetDepthBuffer == CustomPass.TargetBuffer.None;
protected bool showMaterialOverride = true;
@@ -117,6 +170,16 @@ protected override void Initialize(SerializedProperty customPass)
m_DepthCompareFunction = customPass.FindPropertyRelative("depthCompareFunction");
m_DepthWrite = customPass.FindPropertyRelative("depthWrite");
+ // Stencil options
+ m_OverrideStencilState = customPass.FindPropertyRelative(nameof(DrawRenderersCustomPass.overrideStencil));
+ m_StencilReferenceValue = customPass.FindPropertyRelative(nameof(DrawRenderersCustomPass.stencilReferenceValue));
+ m_StencilWriteMask = customPass.FindPropertyRelative(nameof(DrawRenderersCustomPass.stencilWriteMask));
+ m_StencilReadMask = customPass.FindPropertyRelative(nameof(DrawRenderersCustomPass.stencilReadMask));
+ m_StencilComparison = customPass.FindPropertyRelative(nameof(DrawRenderersCustomPass.stencilCompareFunction));
+ m_StencilPassOperation = customPass.FindPropertyRelative(nameof(DrawRenderersCustomPass.stencilPassOperation));
+ m_StencilFailOperation = customPass.FindPropertyRelative(nameof(DrawRenderersCustomPass.stencilFailOperation));
+ m_StencilDepthFailOperation = customPass.FindPropertyRelative(nameof(DrawRenderersCustomPass.stencilDepthFailOperation));
+
m_Volume = customPass.serializedObject.targetObject as CustomPassVolume;
m_ShaderPassesList = new ReorderableList(null, m_ShaderPasses, true, true, true, true);
@@ -268,6 +331,7 @@ void DoMaterialOverride(ref Rect rect)
rect.y += Styles.defaultLineSpace;
}
+ // Depth properties
EditorGUI.BeginProperty(rect, Styles.overrideDepth, m_OverrideDepthState);
{
if (customDepthIsNone)
@@ -291,6 +355,63 @@ void DoMaterialOverride(ref Rect rect)
EditorGUI.PropertyField(rect, m_DepthWrite, Styles.depthWrite);
EditorGUI.indentLevel--;
}
+
+ // Stencil properties
+ rect.y += Styles.defaultLineSpace;
+ EditorGUI.BeginProperty(rect, Styles.overrideStencil, m_OverrideStencilState);
+ {
+ if (customDepthIsNone)
+ {
+ using (new EditorGUI.DisabledScope(true))
+ EditorGUI.Toggle(rect, Styles.overrideStencil, false);
+ }
+ else
+ {
+ EditorGUI.PropertyField(rect, m_OverrideStencilState, Styles.overrideStencil);
+ }
+ }
+ EditorGUI.EndProperty();
+
+ if (m_OverrideStencilState.boolValue && !customDepthIsNone)
+ {
+ EditorGUI.indentLevel++;
+
+ DrawStencilIntField(ref rect, m_StencilReferenceValue, Styles.stencilReferenceValue);
+ DrawStencilIntField(ref rect, m_StencilReadMask, Styles.stencilReadMask);
+ DrawStencilIntField(ref rect, m_StencilWriteMask, Styles.stencilWriteMask);
+ rect.y += Styles.defaultLineSpace;
+ EditorGUI.PropertyField(rect, m_StencilComparison, Styles.stencilCompareFunction);
+ rect.y += Styles.defaultLineSpace;
+ EditorGUI.PropertyField(rect, m_StencilPassOperation, Styles.stencilPassOperation);
+ rect.y += Styles.defaultLineSpace;
+ EditorGUI.PropertyField(rect, m_StencilFailOperation, Styles.stencilFailOperation);
+ rect.y += Styles.defaultLineSpace;
+ EditorGUI.PropertyField(rect, m_StencilDepthFailOperation, Styles.stencilDepthFailOperation);
+
+ EditorGUI.indentLevel--;
+ }
+ }
+
+ void DrawStencilIntField(ref Rect rect, SerializedProperty property, GUIContent label)
+ {
+ rect.y += Styles.defaultLineSpace;
+ EditorGUI.BeginProperty(rect, label, property);
+ if (targetDepthBuffer == CustomPass.TargetBuffer.Camera)
+ {
+ var userStencilBits = (UserStencilUsage)property.intValue;
+ EditorGUI.BeginChangeCheck();
+ var e = ConvertToUserStencilUsage((UserStencilUsageWorkaround)EditorGUI.EnumFlagsField(rect, label, ConvertToUserStencilUsageWorkaround(userStencilBits)));
+ if (EditorGUI.EndChangeCheck())
+ property.intValue = (int)(e & UserStencilUsage.AllUserBits);
+ }
+ else
+ {
+ EditorGUI.BeginChangeCheck();
+ property.intValue = EditorGUI.IntField(rect, label, property.intValue);
+ if (EditorGUI.EndChangeCheck())
+ property.intValue &= 0xFF;
+ }
+ EditorGUI.EndProperty();
}
void DoShaderPassesList(ref Rect rect)
@@ -349,6 +470,7 @@ protected override float GetPassHeight(SerializedProperty customPass)
if (showMaterialOverride)
height += Styles.defaultLineSpace * m_MaterialLines;
height += Styles.defaultLineSpace * (m_OverrideDepthState.boolValue && !customDepthIsNone ? 3 : 1);
+ height += Styles.defaultLineSpace * (m_OverrideStencilState.boolValue && !customDepthIsNone ? 8 : 1);
var mat = m_OverrideMaterial.objectReferenceValue as Material;
#if SHOW_PASS_NAMES
diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/FullScreenCustomPassDrawer.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/FullScreenCustomPassDrawer.cs
index a2efdafa29b..6f3aeba439e 100644
--- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/FullScreenCustomPassDrawer.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/FullScreenCustomPassDrawer.cs
@@ -19,12 +19,15 @@ private class Styles
{
public static float defaultLineSpace = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing;
public static float helpBoxHeight = EditorGUIUtility.singleLineHeight * 2;
+ public static float indentPadding = 17;
public static GUIContent fullScreenPassMaterial = new GUIContent("FullScreen Material", "FullScreen Material used for the full screen DrawProcedural.");
public static GUIContent materialPassName = new GUIContent("Pass Name", "The shader pass to use for your fullscreen pass.");
public static GUIContent fetchColorBuffer = new GUIContent("Fetch Color Buffer", "Tick this if your effect sample/fetch the camera color buffer");
public readonly static string writeAndFetchColorBufferWarning = "Fetching and Writing to the camera color buffer at the same time is not supported on most platforms.";
+ public readonly static string stencilWriteOverReservedBits = "The Stencil Write Mask of your material overwrites the bits reserved by HDRP. To avoid rendering errors, set the Write Mask to " + (int)(UserStencilUsage.AllUserBits);
+ public readonly static string stencilHelpInfo = $"Stencil is enabled on the material. To help you configure the stencil operations, use these values for the bits available in HDRP: User Bit 0: {(int)UserStencilUsage.UserBit0} User Bit 1: {(int)UserStencilUsage.UserBit1}";
}
// Fullscreen pass
@@ -32,8 +35,13 @@ private class Styles
SerializedProperty m_MaterialPassName;
SerializedProperty m_FetchColorBuffer;
SerializedProperty m_TargetColorBuffer;
+ SerializedProperty m_TargetDepthBuffer;
+
+ bool m_ShowStencilWriteWarning = false;
+ bool m_ShowStencilInfoBox = false;
CustomPass.TargetBuffer targetColorBuffer => (CustomPass.TargetBuffer)m_TargetColorBuffer.intValue;
+ CustomPass.TargetBuffer targetDepthBuffer => (CustomPass.TargetBuffer)m_TargetDepthBuffer.intValue;
protected override void Initialize(SerializedProperty customPass)
{
@@ -41,6 +49,7 @@ protected override void Initialize(SerializedProperty customPass)
m_MaterialPassName = customPass.FindPropertyRelative("materialPassName");
m_FetchColorBuffer = customPass.FindPropertyRelative("fetchColorBuffer");
m_TargetColorBuffer = customPass.FindPropertyRelative("targetColorBuffer");
+ m_TargetDepthBuffer = customPass.FindPropertyRelative("targetDepthBuffer");
}
protected override void DoPassGUI(SerializedProperty customPass, Rect rect)
@@ -67,21 +76,147 @@ protected override void DoPassGUI(SerializedProperty customPass, Rect rect)
{
EditorGUI.BeginChangeCheck();
int index = mat.FindPass(m_MaterialPassName.stringValue);
+ if (index == -1)
+ index = 0; // Select the first pass by default when the previous pass name doesn't exist in the new material.
index = EditorGUI.IntPopup(rect, Styles.materialPassName, index, GetMaterialPassNames(mat), Enumerable.Range(0, mat.passCount).ToArray());
if (EditorGUI.EndChangeCheck())
m_MaterialPassName.stringValue = mat.GetPassName(index);
}
EditorGUI.EndProperty();
+ rect.y += Styles.defaultLineSpace;
+
+ GetStencilInfo(mat, out bool stencilEnabled, out int writeMask);
+
+ if (stencilEnabled && targetDepthBuffer != CustomPass.TargetBuffer.Custom)
+ {
+ if (!m_ShowStencilInfoBox)
+ {
+ m_ShowStencilInfoBox = true;
+ GUI.changed = true;
+ }
+ Rect helpBoxRect = rect;
+ helpBoxRect.height = Styles.helpBoxHeight;
+ helpBoxRect.xMin += Styles.indentPadding;
+ EditorGUI.HelpBox(helpBoxRect, Styles.stencilHelpInfo, MessageType.Info);
+ rect.y += Styles.helpBoxHeight;
+ }
+ else if (m_ShowStencilInfoBox)
+ {
+ m_ShowStencilInfoBox = false;
+ GUI.changed = true; // Workaround to update the internal state of the ReorderableList and update the height of the element.
+ }
+
+ if (DoesWriteMaskContainsReservedBits(writeMask))
+ {
+ if (!m_ShowStencilWriteWarning)
+ {
+ m_ShowStencilWriteWarning = true;
+ GUI.changed = true; // Workaround to update the internal state of the ReorderableList and update the height of the element.
+ }
+ Rect helpBoxRect = rect;
+ helpBoxRect.height = Styles.helpBoxHeight;
+ helpBoxRect.xMin += Styles.indentPadding;
+ EditorGUI.HelpBox(helpBoxRect, Styles.stencilWriteOverReservedBits, MessageType.Warning);
+ rect.y += Styles.helpBoxHeight;
+ }
+ else if (m_ShowStencilWriteWarning)
+ {
+ m_ShowStencilWriteWarning = false;
+ GUI.changed = true; // Workaround to update the internal state of the ReorderableList and update the height of the element.
+ }
}
}
}
+ bool DoesWriteMaskContainsReservedBits(int writeMask)
+ {
+ if (targetDepthBuffer == CustomPass.TargetBuffer.Custom)
+ return false;
+
+ return ((writeMask & (int)~UserStencilUsage.AllUserBits) != 0);
+ }
+
+ void GetStencilInfo(Material material, out bool stencilEnabled, out int writeMaskValue)
+ {
+ writeMaskValue = 0;
+ stencilEnabled = false;
+
+ if (material.shader == null)
+ return;
+
+ try
+ {
+ // Try to retrieve the serialized information of the stencil in the shader
+ var serializedShader = new SerializedObject(material.shader);
+ var parsed = serializedShader.FindProperty("m_ParsedForm");
+ var subShaders = parsed.FindPropertyRelative("m_SubShaders");
+ var subShader = subShaders.GetArrayElementAtIndex(0);
+ var passes = subShader.FindPropertyRelative("m_Passes");
+ var pass = passes.GetArrayElementAtIndex(0);
+ var state = pass.FindPropertyRelative("m_State");
+ var writeMask = state.FindPropertyRelative("stencilWriteMask");
+ var readMask = state.FindPropertyRelative("stencilWriteMask");
+ var reference = state.FindPropertyRelative("stencilRef");
+ var stencilOpFront = state.FindPropertyRelative("stencilOpFront");
+ var passOp = stencilOpFront.FindPropertyRelative("pass");
+ var failOp = stencilOpFront.FindPropertyRelative("fail");
+ var zFailOp = stencilOpFront.FindPropertyRelative("zFail");
+ var writeMaskFloatValue = writeMask.FindPropertyRelative("val");
+ var writeMaskPropertyName = writeMask.FindPropertyRelative("name");
+
+ bool IsStencilEnabled()
+ {
+ bool enabled = false;
+ enabled |= IsNotDefaultValue(reference, 0);
+ enabled |= IsNotDefaultValue(passOp, 0);
+ enabled |= IsNotDefaultValue(failOp, 0);
+ enabled |= IsNotDefaultValue(zFailOp, 0);
+ enabled |= IsNotDefaultValue(writeMask, 255);
+ enabled |= IsNotDefaultValue(readMask, 255);
+ return enabled;
+ }
+
+ bool IsNotDefaultValue(SerializedProperty prop, float defaultValue)
+ {
+ var value = prop.FindPropertyRelative("val");
+ var propertyName = prop.FindPropertyRelative("name");
+
+ if (value.floatValue != defaultValue)
+ return true;
+ if (material.HasProperty(propertyName.stringValue))
+ return true;
+ return false;
+ }
+
+ // First check if the stencil is enabled in the shader:
+ // We can do this by checking if there are any non-default values in the stencil state
+ stencilEnabled = IsStencilEnabled();
+ if (!stencilEnabled)
+ return;
+
+ if (material.HasProperty(writeMaskPropertyName.stringValue))
+ writeMaskValue = (int)material.GetFloat(writeMaskPropertyName.stringValue);
+ else
+ writeMaskValue = (int)writeMaskFloatValue.floatValue;
+ }
+ catch { }
+ }
+
protected override float GetPassHeight(SerializedProperty customPass)
{
int lineCount = (m_FullScreenPassMaterial.objectReferenceValue is Material ? 3 : 2);
int height = (int)(Styles.defaultLineSpace * lineCount);
height += (m_FetchColorBuffer.boolValue && targetColorBuffer == CustomPass.TargetBuffer.Camera) ? (int)Styles.helpBoxHeight : 0;
+ if (m_FullScreenPassMaterial.objectReferenceValue is Material mat)
+ {
+ if (targetDepthBuffer == CustomPass.TargetBuffer.Camera)
+ {
+ GetStencilInfo(mat, out bool stencilEnabled, out int writeMask);
+ height += stencilEnabled ? (int)Styles.helpBoxHeight : 0;
+ height += (DoesWriteMaskContainsReservedBits(writeMask)) ? (int)Styles.helpBoxHeight : 0;
+ }
+ }
return height;
}
diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs
index e3d9dc9b9fa..4c10bf37baa 100644
--- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs
+++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineMenuItems.cs
@@ -206,7 +206,7 @@ static void MenuCreateCustomPassCSharpScript()
static void MenuCreateCSharpPostProcessVolume()
{
string templatePath = $"{HDUtils.GetHDRenderPipelinePath()}/Editor/PostProcessing/Templates/CustomPostProcessingVolume.template";
- ProjectWindowUtil.CreateScriptAssetFromTemplateFile(templatePath, "New Post Process Volume.cs");
+ ProjectWindowUtil.CreateScriptAssetFromTemplateFile(templatePath, "NewPostProcessVolume.cs");
}
[MenuItem("Assets/Create/Shader/HDRP Post Process", priority = CoreUtils.Sections.section1)]
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugLightVolumes.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugLightVolumes.shader
index 32f2a913a98..13136d580c3 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugLightVolumes.shader
+++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugLightVolumes.shader
@@ -68,6 +68,7 @@ Shader "Hidden/HDRP/DebugLightVolumes"
HLSLPROGRAM
#pragma vertex vert
#pragma fragment frag
+ #pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Fullscreen.meta b/com.unity.render-pipelines.high-definition/Runtime/Material/Fullscreen.meta
new file mode 100644
index 00000000000..313b19c7ddd
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Fullscreen.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: d260175e9b34d3c4ba428e88a086acd4
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Fullscreen/HDFullscreenFunctions.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Fullscreen/HDFullscreenFunctions.hlsl
new file mode 100644
index 00000000000..ace14fa4baf
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Fullscreen/HDFullscreenFunctions.hlsl
@@ -0,0 +1,6 @@
+
+// For now we fake the GI sampling in fullscreen.
+float3 SampleBakedGI(float3 positionRWS, float3 normalWS, float2 uvStaticLightmap, float2 uvDynamicLightmap)
+{
+ return 0;
+}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Fullscreen/HDFullscreenFunctions.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/Material/Fullscreen/HDFullscreenFunctions.hlsl.meta
new file mode 100644
index 00000000000..6bcf3850dc1
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Fullscreen/HDFullscreenFunctions.hlsl.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: b439a42eff125494ea2293fa5fb56fed
+ShaderIncludeImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs
index 7291a3f49e6..ec39c33ebf4 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.PostProcess.cs
@@ -1411,6 +1411,7 @@ bool DoCustomPostProcess(RenderGraph renderGraph, HDCamera hdCamera, ref Texture
ctx.cmd.SetGlobalTexture(HDShaderIDs._CameraDepthTexture, data.depthBuffer);
ctx.cmd.SetGlobalTexture(HDShaderIDs._NormalBufferTexture, data.normalBuffer);
ctx.cmd.SetGlobalTexture(HDShaderIDs._CameraMotionVectorsTexture, data.motionVecTexture);
+ ctx.cmd.SetGlobalTexture(HDShaderIDs._CustomPostProcessInput, data.source);
data.customPostProcess.Render(ctx.cmd, data.hdCamera, data.source, data.destination);
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
index 034d40f23db..a5cdc8b8e04 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs
@@ -40,6 +40,9 @@ void RecordRenderGraph(RenderRequest renderRequest,
// Be careful, ComputePackedMipChainInfo needs the render texture size and not the viewport size. Otherwise it would compute the wrong size.
hdCamera.depthBufferMipChainInfo.ComputePackedMipChainInfo(RTHandles.rtHandleProperties.currentRenderTargetSize);
+ // Bind the depth pyramid offset info for the HDSceneDepth node in ShaderGraph. This can be used by users in custom passes.
+ commandBuffer.SetGlobalBuffer(HDShaderIDs._DepthPyramidMipLevelOffsets, hdCamera.depthBufferMipChainInfo.GetOffsetBufferData(m_DepthPyramidMipLevelOffsetsBuffer));
+
#if UNITY_EDITOR
var showGizmos = camera.cameraType == CameraType.Game
|| camera.cameraType == CameraType.SceneView;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStencilUsage.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStencilUsage.cs
index 4556b38149c..5a72e18407f 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStencilUsage.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStencilUsage.cs
@@ -1,3 +1,4 @@
+using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
@@ -52,11 +53,14 @@ internal enum StencilUsage
/// Comp Always
/// Pass Replace
///
+ [Flags]
public enum UserStencilUsage
{
/// User stencil bit 0.
UserBit0 = StencilUsage.UserBit0,
/// User stencil bit 1.
- UserBit1 = StencilUsage.UserBit1
+ UserBit1 = StencilUsage.UserBit1,
+ /// The mask of all the user bits.
+ AllUserBits = UserBit0 | UserBit1,
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs
index a55a8d5761a..f8467ceba79 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs
@@ -437,6 +437,7 @@ static class HDShaderIDs
public static readonly int _CustomColorTexture = Shader.PropertyToID("_CustomColorTexture");
public static readonly int _CustomPassInjectionPoint = Shader.PropertyToID("_CustomPassInjectionPoint");
public static readonly int _AfterPostProcessColorBuffer = Shader.PropertyToID("_AfterPostProcessColorBuffer");
+ public static readonly int _CustomPostProcessInput = Shader.PropertyToID("_CustomPostProcessInput");
public static readonly int _InputCubemap = Shader.PropertyToID("_InputCubemap");
public static readonly int _Mipmap = Shader.PropertyToID("_Mipmap");
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs
index 0c5ba5d7b8a..842da0cbfae 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs
@@ -228,7 +228,7 @@ internal void ExecuteInternal(RenderGraph renderGraph, HDCamera hdCamera, Cullin
if (customPass.currentRenderTarget.colorBufferRG.IsValid() && customPass.injectionPoint == CustomPassInjectionPoint.AfterPostProcess)
ctx.cmd.SetGlobalTexture(HDShaderIDs._AfterPostProcessColorBuffer, customPass.currentRenderTarget.colorBufferRG);
- if (customPass.currentRenderTarget.motionVectorBufferRG.IsValid() && (customPass.injectionPoint == CustomPassInjectionPoint.BeforePostProcess || customPass.injectionPoint == CustomPassInjectionPoint.AfterPostProcess))
+ if (customPass.currentRenderTarget.motionVectorBufferRG.IsValid() && (customPass.injectionPoint != CustomPassInjectionPoint.BeforeRendering))
ctx.cmd.SetGlobalTexture(HDShaderIDs._CameraMotionVectorsTexture, customPass.currentRenderTarget.motionVectorBufferRG);
if (customPass.currentRenderTarget.normalBufferRG.IsValid() && customPass.injectionPoint != CustomPassInjectionPoint.AfterPostProcess)
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl
index e0b969987ed..ae160d0af06 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl
@@ -5,60 +5,10 @@
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl"
-#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassInjectionPoint.cs.hlsl"
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassSampling.hlsl"
-float _CustomPassInjectionPoint;
float _FadeValue;
-// This texture is only available in after post process and contains the result of post processing effects.
-// While SampleCameraColor still returns the color pyramid without post processes
-TEXTURE2D_X(_AfterPostProcessColorBuffer);
-
-float3 CustomPassSampleCameraColor(float2 uv, float lod, bool uvGuards = true)
-{
- if (uvGuards)
- uv = clamp(uv, 0, 1 - _ScreenSize.zw / 2.0);
-
- switch ((int)_CustomPassInjectionPoint)
- {
- case CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING: return float3(0, 0, 0);
- // there is no color pyramid yet for before transparent so we can't sample with mips.
- // Also, we don't use _RTHandleScaleHistory to sample because the color pyramid bound is the actual camera color buffer which is at the resolution of the camera
- case CUSTOMPASSINJECTIONPOINT_BEFORE_TRANSPARENT: return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScaleHistory.xy, 0).rgb;
- case CUSTOMPASSINJECTIONPOINT_BEFORE_POST_PROCESS:
- case CUSTOMPASSINJECTIONPOINT_BEFORE_PRE_REFRACTION: return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScale.xy, 0).rgb;
- case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return SAMPLE_TEXTURE2D_X_LOD(_AfterPostProcessColorBuffer, s_trilinear_clamp_sampler, uv * _RTHandleScale.zw, 0).rgb;
- default: return SampleCameraColor(uv, lod);
- }
-}
-
-float3 CustomPassLoadCameraColor(uint2 pixelCoords, float lod)
-{
- switch ((int)_CustomPassInjectionPoint)
- {
- case CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING: return float3(0, 0, 0);
- // there is no color pyramid yet for before transparent so we can't sample with mips.
- case CUSTOMPASSINJECTIONPOINT_BEFORE_TRANSPARENT:
- case CUSTOMPASSINJECTIONPOINT_BEFORE_PRE_REFRACTION: return LOAD_TEXTURE2D_X_LOD(_ColorPyramidTexture, pixelCoords, 0).rgb;
- case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return LOAD_TEXTURE2D_X_LOD(_AfterPostProcessColorBuffer, pixelCoords, 0).rgb;
- default: return LoadCameraColor(pixelCoords, lod);
- }
-}
-
-float4 CustomPassSampleCustomColor(float2 uv)
-{
- switch ((int)_CustomPassInjectionPoint)
- {
- case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return LOAD_TEXTURE2D_X_LOD(_CustomColorTexture, uv * _ScreenSize.xy, 0);
- default: return SampleCustomColor(uv);
- }
-}
-
-float4 CustomPassLoadCustomColor(uint2 pixelCoords)
-{
- return LoadCustomColor(pixelCoords);
-}
-
struct Attributes
{
uint vertexID : SV_VertexID;
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderers.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderers.hlsl
index 72a8b54f757..c310b23b10a 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderers.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassRenderers.hlsl
@@ -22,8 +22,8 @@
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl"
#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl"
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassSampling.hlsl"
-float _CustomPassInjectionPoint;
float _FadeValue;
#endif // CUSTOM_PASS_RENDERERS
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassSampling.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassSampling.hlsl
new file mode 100644
index 00000000000..8bb888254d1
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassSampling.hlsl
@@ -0,0 +1,57 @@
+#ifndef CUSTOM_PASS_SAMPLING_HLSL
+#define CUSTOM_PASS_SAMPLING_HLSL
+
+#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassInjectionPoint.cs.hlsl"
+
+float _CustomPassInjectionPoint;
+
+// This texture is only available in after post process and contains the result of post processing effects.
+// While SampleCameraColor still returns the color pyramid without post processes
+TEXTURE2D_X(_AfterPostProcessColorBuffer);
+
+float3 CustomPassSampleCameraColor(float2 uv, float lod, bool uvGuards = true)
+{
+ if (uvGuards)
+ uv = clamp(uv, 0, 1 - _ScreenSize.zw / 2.0);
+
+ switch ((int)_CustomPassInjectionPoint)
+ {
+ case CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING: return float3(0, 0, 0);
+ // there is no color pyramid yet for before transparent so we can't sample with mips.
+ // Also, we don't use _RTHandleScaleHistory to sample because the color pyramid bound is the actual camera color buffer which is at the resolution of the camera
+ case CUSTOMPASSINJECTIONPOINT_BEFORE_TRANSPARENT: return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScaleHistory.xy, lod).rgb;
+ case CUSTOMPASSINJECTIONPOINT_BEFORE_POST_PROCESS: return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScale.xy, lod).rgb;
+ case CUSTOMPASSINJECTIONPOINT_BEFORE_PRE_REFRACTION: return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScale.xy, 0).rgb;
+ case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return SAMPLE_TEXTURE2D_X_LOD(_AfterPostProcessColorBuffer, s_trilinear_clamp_sampler, uv * _RTHandleScale.zw, 0).rgb;
+ default: return SampleCameraColor(uv, lod);
+ }
+}
+
+float3 CustomPassLoadCameraColor(uint2 pixelCoords, float lod)
+{
+ switch ((int)_CustomPassInjectionPoint)
+ {
+ case CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING: return float3(0, 0, 0);
+ // there is no color pyramid yet for before transparent so we can't sample with mips.
+ case CUSTOMPASSINJECTIONPOINT_BEFORE_TRANSPARENT:
+ case CUSTOMPASSINJECTIONPOINT_BEFORE_PRE_REFRACTION: return LOAD_TEXTURE2D_X_LOD(_ColorPyramidTexture, pixelCoords, 0).rgb;
+ case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return LOAD_TEXTURE2D_X_LOD(_AfterPostProcessColorBuffer, pixelCoords, 0).rgb;
+ default: return LoadCameraColor(pixelCoords, lod);
+ }
+}
+
+float4 CustomPassSampleCustomColor(float2 uv)
+{
+ switch ((int)_CustomPassInjectionPoint)
+ {
+ case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return LOAD_TEXTURE2D_X_LOD(_CustomColorTexture, uv * _ScreenSize.xy, 0);
+ default: return SampleCustomColor(uv);
+ }
+}
+
+float4 CustomPassLoadCustomColor(uint2 pixelCoords)
+{
+ return LoadCustomColor(pixelCoords);
+}
+
+#endif
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassSampling.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassSampling.hlsl.meta
new file mode 100644
index 00000000000..48fb6cece2f
--- /dev/null
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassSampling.hlsl.meta
@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: 85ec5f9b99ea1ab4293407d695a8439c
+ShaderIncludeImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DrawRenderersCustomPass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DrawRenderersCustomPass.cs
index 0e1ac5731a2..dfcfc586f10 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DrawRenderersCustomPass.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DrawRenderersCustomPass.cs
@@ -66,6 +66,46 @@ public enum ShaderPass
///
public bool depthWrite = true;
+ ///
+ /// Override the stencil state of the objects.
+ ///
+ public bool overrideStencil = false;
+
+ ///
+ /// Stencil reference value. Be careful when using this value to write in the stencil buffer to not overwrite HDRP stencil bits.
+ ///
+ public int stencilReferenceValue = (int)UserStencilUsage.UserBit0;
+
+ ///
+ /// Write mask of the stencil.
+ ///
+ public int stencilWriteMask = (int)(UserStencilUsage.AllUserBits);
+
+ ///
+ /// Read mask of the stencil
+ ///
+ public int stencilReadMask = (int)(UserStencilUsage.AllUserBits);
+
+ ///
+ /// Comparison operation between the stencil buffer and the reference value.
+ ///
+ public CompareFunction stencilCompareFunction = CompareFunction.Always;
+
+ ///
+ /// Operation to execute if the stencil test passes.
+ ///
+ public StencilOp stencilPassOperation;
+
+ ///
+ /// Operation to execute if the stencil test fails.
+ ///
+ public StencilOp stencilFailOperation;
+
+ ///
+ /// Operation to execute if the depth test fails.
+ ///
+ public StencilOp stencilDepthFailOperation;
+
///
/// Set the shader pass to use when the override material is null
///
@@ -153,7 +193,8 @@ protected override void Execute(CustomPassContext ctx)
{
depthState = new DepthState(depthWrite, depthCompareFunction),
// We disable the stencil when the depth is overwritten but we don't write to it, to prevent writing to the stencil.
- stencilState = new StencilState(false),
+ stencilState = new StencilState(overrideStencil, (byte)stencilReadMask, (byte)stencilWriteMask, stencilCompareFunction, stencilPassOperation, stencilFailOperation, stencilDepthFailOperation),
+ stencilReference = overrideStencil ? stencilReferenceValue : 0,
};
PerObjectData renderConfig = ctx.hdCamera.frameSettings.IsEnabled(FrameSettingsField.Shadowmask) ? HDUtils.GetBakedLightingWithShadowMaskRenderConfig() : HDUtils.GetBakedLightingRenderConfig();
diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/FullScreenCustomPass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/FullScreenCustomPass.cs
index 85a89b72cd0..99398a7b79b 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/FullScreenCustomPass.cs
+++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/FullScreenCustomPass.cs
@@ -49,7 +49,7 @@ protected override void Setup(ScriptableRenderContext renderContext, CommandBuff
/// The context of the custom pass. Contains command buffer, render context, buffer, etc.
protected override void Execute(CustomPassContext ctx)
{
- if (fullscreenPassMaterial != null)
+ if (fullscreenPassMaterial != null && fullscreenPassMaterial.passCount > 0)
{
if (fetchColorBuffer)
{
@@ -58,8 +58,13 @@ protected override void Execute(CustomPassContext ctx)
SetRenderTargetAuto(ctx.cmd);
}
+ // In case the pass name is not found, we fallback on the first one instead of drawing all of them (default behavior with pass id = -1)
+ int passIndex = fullscreenPassMaterial.FindPass(materialPassName);
+ if (passIndex == -1)
+ passIndex = 0;
+
fullscreenPassMaterial.SetFloat(fadeValueId, fadeValue);
- CoreUtils.DrawFullScreen(ctx.cmd, fullscreenPassMaterial, shaderPassId: fullscreenPassMaterial.FindPass(materialPassName));
+ CoreUtils.DrawFullScreen(ctx.cmd, fullscreenPassMaterial, shaderPassId: passIndex);
}
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl
index 1a1c20e37c3..5c1c4ff7d47 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl
@@ -18,6 +18,12 @@ float3 shadergraph_HDSampleSceneColor(float2 uv)
// We always remove the pre-exposure when we sample the scene color
return SampleCameraColor(uv) * GetInverseCurrentExposureMultiplier();
#endif
+
+// Special code for the Fullscreen target to be able to sample the color buffer at different places in the pipeline
+#if defined(REQUIRE_OPAQUE_TEXTURE) && defined(CUSTOM_PASS_SAMPLING_HLSL) && defined(SHADERPASS) && (SHADERPASS == SHADERPASS_DRAWPROCEDURAL || SHADERPASS == SHADERPASS_BLIT)
+ return CustomPassSampleCameraColor(uv, 0) * GetInverseCurrentExposureMultiplier();
+#endif
+
return float3(0, 0, 0);
}
diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl
index e12b20e49c8..4f094ac7e6d 100644
--- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl
+++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl
@@ -281,6 +281,17 @@ float SampleCustomDepth(float2 uv)
return LoadCustomDepth(uint2(uv * _ScreenSize.xy));
}
+bool IsSky(uint2 pixelCoord)
+{
+ float deviceDepth = LoadCameraDepth(pixelCoord);
+ return deviceDepth == 0; // We assume the sky is the part of the depth buffer that haven't been written.
+}
+
+bool IsSky(float2 uv)
+{
+ return IsSky(uint2(uv * _ScreenSize.xy));
+}
+
float4x4 OptimizeProjectionMatrix(float4x4 M)
{
// Matrix format (x = non-constant value).
@@ -298,6 +309,14 @@ float4x4 OptimizeProjectionMatrix(float4x4 M)
// Helper to handle camera relative space
+float3 GetCameraPositionWS()
+{
+#if (SHADEROPTIONS_CAMERA_RELATIVE_RENDERING != 0)
+ return 0;
+#endif
+ return _WorldSpaceCameraPos;
+}
+
float4x4 ApplyCameraTranslationToMatrix(float4x4 modelMatrix)
{
// To handle camera relative rendering we substract the camera position in the model matrix