using System.Collections.Generic;
using UnityEngine.Rendering;
using UnityEngine.Experimental.Rendering;
using System;
namespace UnityEngine.Rendering.HighDefinition
{
///
/// DrawRenderers Custom Pass
///
[System.Serializable]
public class DrawRenderersCustomPass : CustomPass
{
///
/// HDRP Shader passes
///
public enum ShaderPass
{
// Ordered by frame time in HDRP
///Object Depth pre-pass, only the depth of the object will be rendered.
DepthPrepass = 1,
///Forward pass, render the object color.
Forward = 0,
}
// Used only for the UI to keep track of the toggle state
[SerializeField] internal bool filterFoldout;
[SerializeField] internal bool rendererFoldout;
//Filter settings
///
/// Render Queue filter to select which kind of object to render.
///
public RenderQueueType renderQueueType = RenderQueueType.AllOpaque;
///
/// Layer Mask filter, select which layer to render.
///
public LayerMask layerMask = 1; // Layer mask Default enabled
///
/// Sorting flags of the objects to render.
///
public SortingCriteria sortingCriteria = HDUtils.k_OpaqueSortingCriteria;
///
/// Select which type of override to apply on the DrawRenderers pass.
///
public enum OverrideMaterialMode
{
/// Disable the material override
None,
/// Override the material for all renderers
Material,
/// Override the shader for all renderers. This option keeps the material properties of the renderer and can be used like a replacement shader.
Shader
};
///
/// Controls how the material on each renderer will be replaced. Material mode uses overrideMaterial. Shader mode uses overrideShader.
///
public OverrideMaterialMode overrideMode = OverrideMaterialMode.Material; //default to Material as this was previously the only option
// Override material
///
/// Replaces the material of selected renders by this one, be sure to also set overrideMaterialPassName to a good value when using this property.
///
public Material overrideMaterial = null;
[SerializeField]
int overrideMaterialPassIndex = 0;
///
/// Select which pass will be used to render objects when using an override material.
///
public string overrideMaterialPassName = "Forward";
// Override shader
///
/// Replaces the shader of selected renderers while using the current material properties.
///
public Shader overrideShader = null;
[SerializeField]
int overrideShaderPassIndex = 0;
///
/// Select whih pass will be used to render objects when using an override material.
///
public string overrideShaderPassName = "Forward";
///
/// When true, overrides the depth state of the objects.
///
public bool overrideDepthState = false;
///
/// Overrides the Depth comparison function, only used when overrideDepthState is true.
///
public CompareFunction depthCompareFunction = CompareFunction.LessEqual;
///
/// Overrides the Depth write, only used when overrideDepthState is true.
///
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
///
public ShaderPass shaderPass = ShaderPass.Forward;
///
/// Apply variable rate shading using the shading rate image.
///
public bool variableRateShading = false;
///
/// True if you want your custom pass to enable and set variable rate shading (VRS) texture. False for regular passes.
///
protected override bool enableVariableRateShading => variableRateShading;
int fadeValueId;
static ShaderTagId[] forwardShaderTags;
static ShaderTagId[] depthShaderTags;
// Cache the shaderTagIds so we don't allocate a new array each frame
ShaderTagId[] cachedShaderTagIDs;
///
/// Called before the first execution of the pass occurs.
/// Allow you to allocate custom buffers.
///
/// The render context
/// Current command buffer of the frame
protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
{
fadeValueId = Shader.PropertyToID("_FadeValue");
// In case there was a pass index assigned, we retrieve the name of this pass
if (String.IsNullOrEmpty(overrideMaterialPassName) && overrideMaterial != null)
overrideMaterialPassName = overrideMaterial.GetPassName(overrideMaterialPassIndex);
if (String.IsNullOrEmpty(overrideShaderPassName) && overrideShader != null)
overrideShaderPassName = new Material(overrideShader).GetPassName(overrideShaderPassIndex);
forwardShaderTags = new ShaderTagId[]
{
HDShaderPassNames.s_ForwardName, // HD Lit shader
HDShaderPassNames.s_ForwardOnlyName, // HD Unlit shader
HDShaderPassNames.s_SRPDefaultUnlitName, // Cross SRP Unlit shader
HDShaderPassNames.s_EmptyName, // Add an empty slot for the override material
};
depthShaderTags = new ShaderTagId[]
{
HDShaderPassNames.s_DepthForwardOnlyName,
HDShaderPassNames.s_DepthOnlyName,
HDShaderPassNames.s_EmptyName, // Add an empty slot for the override material
};
}
///
/// Use this method if you want to draw objects that are not visible in the camera.
/// For example if you disable a layer in the camera and add it in the culling parameters, then the culling result will contains your layer.
///
/// Aggregate the parameters in this property (use |= for masks fields, etc.)
/// The camera where the culling is being done
protected override void AggregateCullingParameters(ref ScriptableCullingParameters cullingParameters, HDCamera hdCamera)
{
cullingParameters.cullingMask |= (uint)(int)layerMask;
}
ShaderTagId[] GetShaderTagIds()
{
if (shaderPass == ShaderPass.DepthPrepass)
return depthShaderTags;
else
return forwardShaderTags;
}
///
/// Execute the DrawRenderers with parameters setup from the editor
///
/// The context of the custom pass. Contains command buffer, render context, buffer, etc.
protected override void Execute(CustomPassContext ctx)
{
var shaderPasses = GetShaderTagIds();
if (overrideMaterial != null)
{
shaderPasses[shaderPasses.Length - 1] = new ShaderTagId(overrideMaterialPassName);
overrideMaterial.SetFloat(fadeValueId, fadeValue);
}
if (shaderPasses.Length == 0)
{
Debug.LogWarning("Attempt to call DrawRenderers with an empty shader passes. Skipping the call to avoid errors");
return;
}
var mask = overrideDepthState ? RenderStateMask.Depth : 0;
mask |= overrideDepthState && !depthWrite ? RenderStateMask.Stencil : 0;
if (overrideStencil)
mask |= RenderStateMask.Stencil;
var stateBlock = new RenderStateBlock(mask)
{
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(overrideStencil, (byte)stencilReadMask, (byte)stencilWriteMask, stencilCompareFunction, stencilPassOperation, stencilFailOperation, stencilDepthFailOperation),
stencilReference = overrideStencil ? stencilReferenceValue : 0,
};
PerObjectData renderConfig = HDUtils.GetRendererConfiguration(ctx.hdCamera.frameSettings.IsEnabled(FrameSettingsField.AdaptiveProbeVolume), ctx.hdCamera.frameSettings.IsEnabled(FrameSettingsField.Shadowmask));
var overrideShaderMaterial = (overrideShader != null) ? new Material(overrideShader) : null;
var result = new RendererUtils.RendererListDesc(shaderPasses, ctx.cullingResults, ctx.hdCamera.camera)
{
rendererConfiguration = renderConfig,
renderQueueRange = GetRenderQueueRange(renderQueueType),
sortingCriteria = sortingCriteria,
excludeObjectMotionVectors = false,
overrideShader = overrideMode == OverrideMaterialMode.Shader ? overrideShader : null,
overrideMaterial = overrideMode == OverrideMaterialMode.Material ? overrideMaterial : null,
overrideMaterialPassIndex = (overrideMaterial != null) ? overrideMaterial.FindPass(overrideMaterialPassName) : 0,
overrideShaderPassIndex = (overrideShader != null) ? overrideShaderMaterial.FindPass(overrideShaderPassName) : 0,
stateBlock = stateBlock,
layerMask = layerMask,
};
Object.DestroyImmediate(overrideShaderMaterial);
var renderCtx = ctx.renderContext;
var rendererList = renderCtx.CreateRendererList(result);
bool opaque = renderQueueType == RenderQueueType.AllOpaque || renderQueueType == RenderQueueType.OpaqueAlphaTest || renderQueueType == RenderQueueType.OpaqueNoAlphaTest;
HDRenderPipeline.RenderForwardRendererList(ctx.hdCamera.frameSettings, rendererList, opaque, ctx.renderContext, ctx.cmd);
}
///
/// List all the materials that need to be displayed at the bottom of the component.
/// All the materials gathered by this method will be used to create a Material Editor and then can be edited directly on the custom pass.
///
/// An enumerable of materials to show in the inspector. These materials can be null, the list is cleaned afterwards
public override IEnumerable RegisterMaterialForInspector() { yield return overrideMaterial; }
}
}