Splatoon-Ink/Assets/Metaballs/RendererFeatures/RenderMetaballsScreenSpace.cs
2021-03-08 22:37:21 -05:00

300 lines
13 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Experimental.Rendering.Universal;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering.Universal.Internal;
public class RenderMetaballsScreenSpace : ScriptableRendererFeature
{
class RenderMetaballsDepthPass : ScriptableRenderPass
{
const string MetaballDepthRTId = "_MetaballDepthRT";
int _metaballDepthRTId;
public Material WriteDepthMaterial;
RenderTargetIdentifier _metaballDepthRT;
RenderStateBlock _renderStateBlock;
RenderQueueType _renderQueueType;
FilteringSettings _filteringSettings;
ProfilingSampler _profilingSampler;
List<ShaderTagId> _shaderTagIdList = new List<ShaderTagId>();
public RenderMetaballsDepthPass(string profilerTag, RenderPassEvent renderPassEvent,
string[] shaderTags, RenderQueueType renderQueueType, int layerMask)
{
profilingSampler = new ProfilingSampler(nameof(RenderObjectsPass));
_profilingSampler = new ProfilingSampler(profilerTag);
this.renderPassEvent = renderPassEvent;
this._renderQueueType = renderQueueType;
RenderQueueRange renderQueueRange = (renderQueueType == RenderQueueType.Transparent)
? RenderQueueRange.transparent
: RenderQueueRange.opaque;
_filteringSettings = new FilteringSettings(renderQueueRange, layerMask);
if (shaderTags != null && shaderTags.Length > 0)
{
foreach (var passName in shaderTags)
_shaderTagIdList.Add(new ShaderTagId(passName));
}
else
{
_shaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit"));
_shaderTagIdList.Add(new ShaderTagId("UniversalForward"));
_shaderTagIdList.Add(new ShaderTagId("UniversalForwardOnly"));
_shaderTagIdList.Add(new ShaderTagId("LightweightForward"));
}
_renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
}
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
RenderTextureDescriptor blitTargetDescriptor = renderingData.cameraData.cameraTargetDescriptor;
_metaballDepthRTId = Shader.PropertyToID(MetaballDepthRTId);
cmd.GetTemporaryRT(_metaballDepthRTId, blitTargetDescriptor);
_metaballDepthRT = new RenderTargetIdentifier(_metaballDepthRTId);
ConfigureTarget(_metaballDepthRT);
ConfigureClear(ClearFlag.All, Color.clear);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
SortingCriteria sortingCriteria = (_renderQueueType == RenderQueueType.Transparent)
? SortingCriteria.CommonTransparent
: renderingData.cameraData.defaultOpaqueSortFlags;
DrawingSettings drawingSettings =
CreateDrawingSettings(_shaderTagIdList, ref renderingData, sortingCriteria);
// NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name").
// Currently there's an issue which results in mismatched markers.
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, _profilingSampler))
{
//Write Depth
drawingSettings.overrideMaterial = WriteDepthMaterial;
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref _filteringSettings,
ref _renderStateBlock);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
class RenderMetaballsScreenSpacePass : ScriptableRenderPass
{
const string MetaballRTId = "_MetaballRT";
const string MetaballRT2Id = "_MetaballRT2";
const string MetaballDepthRTId = "_MetaballDepthRT";
int _metaballRTId;
int _metaballRT2Id;
int _metaballDepthRTId;
public Material BlitMaterial;
Material _blurMaterial;
Material _blitCopyDepthMaterial;
public int BlurPasses;
public float BlurDistance;
RenderTargetIdentifier _metaballRT;
RenderTargetIdentifier _metaballRT2;
RenderTargetIdentifier _metaballDepthRT;
RenderTargetIdentifier _cameraTargetId;
RenderTargetIdentifier _cameraDepthTargetId;
RenderQueueType _renderQueueType;
FilteringSettings _filteringSettings;
ProfilingSampler _profilingSampler;
List<ShaderTagId> ShaderTagIdList = new List<ShaderTagId>();
RenderStateBlock _renderStateBlock;
public RenderMetaballsScreenSpacePass(string profilerTag, RenderPassEvent renderPassEvent,
string[] shaderTags,
RenderQueueType renderQueueType, int layerMask)
{
profilingSampler = new ProfilingSampler(nameof(RenderObjectsPass));
_profilingSampler = new ProfilingSampler(profilerTag);
this.renderPassEvent = renderPassEvent;
this._renderQueueType = renderQueueType;
RenderQueueRange renderQueueRange = (renderQueueType == RenderQueueType.Transparent)
? RenderQueueRange.transparent
: RenderQueueRange.opaque;
_filteringSettings = new FilteringSettings(renderQueueRange, layerMask);
if (shaderTags != null && shaderTags.Length > 0)
{
foreach (var passName in shaderTags)
ShaderTagIdList.Add(new ShaderTagId(passName));
}
else
{
ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit"));
ShaderTagIdList.Add(new ShaderTagId("UniversalForward"));
ShaderTagIdList.Add(new ShaderTagId("UniversalForwardOnly"));
ShaderTagIdList.Add(new ShaderTagId("LightweightForward"));
}
_renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
_blitCopyDepthMaterial = new Material(Shader.Find("Hidden/BlitToDepth"));
_blurMaterial = new Material(Shader.Find("Hidden/KawaseBlur"));
}
// This method is called before executing the render pass.
// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
// When empty this render pass will render to the active camera render target.
// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
// The render pipeline will ensure target setup and clearing happens in a performant manner.
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
RenderTextureDescriptor blitTargetDescriptor = renderingData.cameraData.cameraTargetDescriptor;
blitTargetDescriptor.colorFormat = RenderTextureFormat.ARGB32;
var renderer = renderingData.cameraData.renderer;
_metaballRTId = Shader.PropertyToID(MetaballRTId);
_metaballRT2Id = Shader.PropertyToID(MetaballRT2Id);
_metaballDepthRTId = Shader.PropertyToID(MetaballDepthRTId);
cmd.GetTemporaryRT(_metaballRTId, blitTargetDescriptor, FilterMode.Bilinear);
cmd.GetTemporaryRT(_metaballRT2Id, blitTargetDescriptor, FilterMode.Bilinear);
_metaballRT = new RenderTargetIdentifier(_metaballRTId);
_metaballRT2 = new RenderTargetIdentifier(_metaballRT2Id);
_metaballDepthRT = new RenderTargetIdentifier(_metaballDepthRTId);
ConfigureTarget(_metaballRT);
_cameraTargetId = renderer.cameraColorTarget;
_cameraDepthTargetId = new RenderTargetIdentifier("_CameraDepthTexture"); // renderer.cameraDepthTarget;
}
// Here you can implement the rendering logic.
// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
SortingCriteria sortingCriteria = (_renderQueueType == RenderQueueType.Transparent)
? SortingCriteria.CommonTransparent
: renderingData.cameraData.defaultOpaqueSortFlags;
DrawingSettings drawingSettings =
CreateDrawingSettings(ShaderTagIdList, ref renderingData, sortingCriteria);
// NOTE: Do NOT mix ProfilingScope with named CommandBuffers i.e. CommandBufferPool.Get("name").
// Currently there's an issue which results in mismatched markers.
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, _profilingSampler))
{
//Clear small RT
cmd.ClearRenderTarget(true, true, Color.clear);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
//Blit Camera Depth Texture
Blit(cmd, _cameraDepthTargetId, _metaballRT, _blitCopyDepthMaterial);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
//Draw to RT
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref _filteringSettings,
ref _renderStateBlock);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
//Blur
cmd.SetGlobalTexture("_BlurDepthTex", _metaballDepthRT);
cmd.SetGlobalFloat("_BlurDistance", BlurDistance);
float offset = 1.5f;
cmd.SetGlobalFloat("_Offset", offset);
Blit(cmd, _metaballRT, _metaballRT2, _blurMaterial);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
var tmpRT = _metaballRT;
_metaballRT = _metaballRT2;
_metaballRT2 = tmpRT;
for (int i = 1; i < BlurPasses; ++i)
{
offset += 1.0f;
cmd.SetGlobalFloat("_Offset", offset);
Blit(cmd, _metaballRT, _metaballRT2, _blurMaterial);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
tmpRT = _metaballRT;
_metaballRT = _metaballRT2;
_metaballRT2 = tmpRT;
}
//Draw to Camera Target
Blit(cmd, _metaballRT, _cameraTargetId, BlitMaterial);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
// Cleanup any allocated resources that were created during the execution of this render pass.
public override void OnCameraCleanup(CommandBuffer cmd)
{
cmd.ReleaseTemporaryRT(_metaballRTId);
cmd.ReleaseTemporaryRT(_metaballRT2Id);
cmd.ReleaseTemporaryRT(_metaballDepthRTId);
}
}
public string PassTag = "RenderMetaballsScreenSpace";
public RenderPassEvent Event = RenderPassEvent.AfterRenderingOpaques;
public RenderObjects.FilterSettings FilterSettings = new RenderObjects.FilterSettings();
public Material BlitMaterial;
public Material WriteDepthMaterial;
RenderMetaballsDepthPass _renderMetaballsDepthPass;
RenderMetaballsScreenSpacePass _scriptableMetaballsScreenSpacePass;
[Range(1, 15)]
public int BlurPasses = 1;
[Range(0f, 1f)]
public float BlurDistance = 0.5f;
/// <inheritdoc/>
public override void Create()
{
_renderMetaballsDepthPass = new RenderMetaballsDepthPass(PassTag, Event, FilterSettings.PassNames,
FilterSettings.RenderQueueType, FilterSettings.LayerMask)
{
WriteDepthMaterial = WriteDepthMaterial
};
_scriptableMetaballsScreenSpacePass = new RenderMetaballsScreenSpacePass(PassTag, Event,
FilterSettings.PassNames, FilterSettings.RenderQueueType, FilterSettings.LayerMask)
{
BlitMaterial = BlitMaterial,
BlurPasses = BlurPasses,
BlurDistance = BlurDistance
};
}
// Here you can inject one or multiple render passes in the renderer.
// This method is called when setting up the renderer once per-camera.
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(_renderMetaballsDepthPass);
renderer.EnqueuePass(_scriptableMetaballsScreenSpacePass);
}
}