using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class DepthNormalsFeature : ScriptableRendererFeature
{
class DepthNormalsPass : ScriptableRenderPass
{
int kDepthBufferBits = 32;
private RenderTargetHandle depthAttachmentHandle { get; set; }
internal RenderTextureDescriptor descriptor { get; private set; }
private Material depthNormalsMaterial = null;
private FilteringSettings m_FilteringSettings;
string m_ProfilerTag = "DepthNormals Prepass";
ShaderTagId m_ShaderTagId = new ShaderTagId("DepthOnly");
public DepthNormalsPass(RenderQueueRange renderQueueRange, LayerMask layerMask, Material material)
{
m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
depthNormalsMaterial = material;
}
public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle)
{
this.depthAttachmentHandle = depthAttachmentHandle;
baseDescriptor.colorFormat = RenderTextureFormat.ARGB32;
baseDescriptor.depthBufferBits = kDepthBufferBits;
descriptor = baseDescriptor;
}
// 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 ConfigureTarget and ConfigureClear.
// The render pipeline will ensure target setup and clearing happens in an performance manner.
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
cmd.GetTemporaryRT(depthAttachmentHandle.id, descriptor, FilterMode.Point);
ConfigureTarget(depthAttachmentHandle.Identifier());
ConfigureClear(ClearFlag.All, Color.black);
}
// Here you can implement the rendering logic.
// Use ScriptableRenderContext 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)
{
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
using (new ProfilingSample(cmd, m_ProfilerTag))
{
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags;
var drawSettings = CreateDrawingSettings(m_ShaderTagId, ref renderingData, sortFlags);
drawSettings.perObjectData = PerObjectData.None;
ref CameraData cameraData = ref renderingData.cameraData;
Camera camera = cameraData.camera;
if (cameraData.isStereoEnabled)
context.StartMultiEye(camera);
drawSettings.overrideMaterial = depthNormalsMaterial;
context.DrawRenderers(renderingData.cullResults, ref drawSettings,
ref m_FilteringSettings);
cmd.SetGlobalTexture("_CameraDepthNormalsTexture", depthAttachmentHandle.id);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
/// Cleanup any allocated resources that were created during the execution of this render pass.
public override void FrameCleanup(CommandBuffer cmd)
{
if (depthAttachmentHandle != RenderTargetHandle.CameraTarget)
{
cmd.ReleaseTemporaryRT(depthAttachmentHandle.id);
depthAttachmentHandle = RenderTargetHandle.CameraTarget;
}
}
}
DepthNormalsPass depthNormalsPass;
RenderTargetHandle depthNormalsTexture;
Material depthNormalsMaterial;
public override void Create()
{
depthNormalsMaterial = CoreUtils.CreateEngineMaterial("Hidden/Internal-DepthNormalsTexture");
depthNormalsPass = new DepthNormalsPass(RenderQueueRange.opaque, -1, depthNormalsMaterial);
depthNormalsPass.renderPassEvent = RenderPassEvent.AfterRenderingPrePasses;
depthNormalsTexture.Init("_CameraDepthNormalsTexture");
}
// 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)
{
depthNormalsPass.Setup(renderingData.cameraData.cameraTargetDescriptor, depthNormalsTexture);
renderer.EnqueuePass(depthNormalsPass);
}
}