study/first_study/Library/PackageCache/com.unity.render-pipelines.universal@d10049dfa479/Runtime/RendererFeatures/OnTilePostProcessFeature.cs
jh04010421 739d49f1a0 Unity | 2026.01.20
수업 실습 파일
2026-01-20 11:01:57 +09:00

162 lines
6.3 KiB
C#

using System.IO;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
using UnityEngine.Rendering.Universal.Internal;
/// <summary>
/// The class for the On-Tile Post Processing renderer feature. This renderer feature provides a reduced scope alternative to the built-in URP post-processing features but that can run more optimally on tile-based graphics hardware (most untethered-XR devices)
/// The renderer feature could only be added once. Adding multiple post processing passes is currently not supported.
/// </summary>
[DisallowMultipleRendererFeature("On Tile Post Processing (Untethered XR)")]
public partial class OnTilePostProcessFeature : ScriptableRendererFeature
{
[SerializeField, HideInInspector]
PostProcessData m_PostProcessData;
Shader m_UberPostShader;
/// <summary>
/// Specifies at which injection point the pass will be rendered.
/// </summary>
RenderPassEvent postProcessingEvent = RenderPassEvent.AfterRenderingPostProcessing-1;
Material m_OnTilePostProcessMaterial;
ColorGradingLutPass m_ColorGradingLutPass;
OnTilePostProcessPass m_OnTilePostProcessPass;
bool TryLoadResources()
{
if (m_UberPostShader == null || m_OnTilePostProcessMaterial == null)
{
if (!GraphicsSettings.TryGetRenderPipelineSettings<OnTilePostProcessResource>(out var resources))
{
Debug.LogErrorFormat(
$"Couldn't find the required resources for the {nameof(OnTilePostProcessFeature)} render feature.");
return false;
}
m_UberPostShader = resources.uberPostShader;
m_OnTilePostProcessMaterial = new Material(m_UberPostShader);
}
return true;
}
/// <inheritdoc/>
public override void Create()
{
if (m_PostProcessData == null)
{
#if UNITY_EDITOR
m_PostProcessData = PostProcessData.GetDefaultPostProcessData();
#endif
}
if (m_PostProcessData != null)
{
m_ColorGradingLutPass = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingPrePasses, m_PostProcessData);
m_OnTilePostProcessPass = new OnTilePostProcessPass(m_PostProcessData);
// On-tile PP requries memoryless intermediate texture to work. In case intermediate texture is not memoryless, on-tile PP will falls back to offtile rendering.
m_OnTilePostProcessPass.requiresIntermediateTexture = true;
}
}
#if ENABLE_VR && ENABLE_XR_MODULE
bool IsRuntimePlatformUntetheredXR()
{
// Return true if the current runtime platform is Android(untethered XR platform)
return Application.platform == RuntimePlatform.Android;
}
#if UNITY_EDITOR
bool IsBuildTargetUntetheredXR()
{
// Return true if the current build target is Android(untethered XR platform).
return EditorUserBuildSettings.activeBuildTarget == BuildTarget.Android;
}
#endif
#endif
/// <inheritdoc/>
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
bool useFallback = true;
#if ENABLE_VR && ENABLE_XR_MODULE
// Enable on-tile post processing when running untethered XR
if (renderingData.cameraData.xr.enabled && IsRuntimePlatformUntetheredXR())
{
useFallback = false;
}
#if UNITY_EDITOR
// Enable on-tile post processing when running XR Editor Playmode (build target needs to be Android)
if (renderingData.cameraData.xr.enabled && IsBuildTargetUntetheredXR())
{
useFallback = false;
}
#endif
#endif
// Post processing needs to be enabled on the camera
if (!renderingData.cameraData.postProcessEnabled)
return;
// NOTE: Ideally, we check here if the Post Processing is enabled on the UniversalRenderer asset through a public API. In that case, the built in post processing will be enabled.
// We currently do not have a public API for that, so we use internal API for now
var universalRenderer = renderer as UniversalRenderer;
if (universalRenderer.isPostProcessPassRenderGraphActive)
{
Debug.LogError("URP renderer(Universal Renderer Data) has post processing enabled, which conflicts with the On-Tile post processing feature. Only one of the post processing should be enabled. On-Tile post processing feature will not be added.");
return;
}
if (m_ColorGradingLutPass == null || m_OnTilePostProcessPass == null)
return;
if (!TryLoadResources())
return;
var graphicsDeviceType = SystemInfo.graphicsDeviceType;
var deviceSupportsFbf = graphicsDeviceType == GraphicsDeviceType.Vulkan || graphicsDeviceType == GraphicsDeviceType.Metal || graphicsDeviceType == GraphicsDeviceType.Direct3D12;
if (!deviceSupportsFbf)
{
Debug.LogError("The On-Tile post processing feature is not supported on the graphics devices that don't support frame buffer fetch.");
return;
}
// Internally force the correct mode we require while this is not a public setting.
UniversalRenderPipeline.renderTextureUVOriginStrategy = RenderTextureUVOriginStrategy.PropagateAttachmentOrientation;
m_ColorGradingLutPass.renderPassEvent = RenderPassEvent.BeforeRenderingPrePasses;
m_OnTilePostProcessPass.Setup(ref m_OnTilePostProcessMaterial);
m_OnTilePostProcessPass.renderPassEvent = postProcessingEvent;
if (useFallback)
{
// Perform fallback logic to 1. use texture read(off-tile rendering) and 2. disable the UV origin propagation mode.
m_OnTilePostProcessPass.m_UseTextureReadFallback = true;
UniversalRenderPipeline.renderTextureUVOriginStrategy = RenderTextureUVOriginStrategy.BottomLeft;
}
else
{
m_OnTilePostProcessPass.m_UseTextureReadFallback = false;
}
renderer.EnqueuePass(m_ColorGradingLutPass);
renderer.EnqueuePass(m_OnTilePostProcessPass);
}
/// <inheritdoc/>
protected override void Dispose(bool disposing)
{
// always dispose unmanaged resources
m_ColorGradingLutPass?.Cleanup();
}
}