- Added writing distances in buffer in RenderDepth.shader - Added reading distances directly from render pass in DepthRenderPassFeature.cs - Added example depth reading in DepthTester.cs
197 lines
6.5 KiB
C#
197 lines
6.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.XR;
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public class DepthRenderPassFeature : ScriptableRendererFeature
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{
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private static Dictionary<int, Queue<TaskCompletionSource<float[]>>> m_PendingRequests = new();
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internal class DepthRenderPass : ScriptableRenderPass
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{
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public static Task<float[]> RequestDepthDataAsync(int id)
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{
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if(m_PendingRequests == null)
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m_PendingRequests = new Dictionary<int, Queue<TaskCompletionSource<float[]>>>();
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var tcs = new TaskCompletionSource<float[]>();
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int key = id;
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if (!m_PendingRequests.TryGetValue(key, out var queue))
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{
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queue = new Queue<TaskCompletionSource<float[]>>();
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m_PendingRequests.Add(key, queue);
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}
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queue.Enqueue(tcs);
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return tcs.Task;
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}
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ProfilingSampler m_ProfilingSampler = new ProfilingSampler("ColorBlit");
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private Material material;
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private RTHandle rtHandle;
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private RTHandle copyRtHandle;
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private bool depth = false;
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private ComputeBuffer computeBuffer;
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public DepthRenderPass(Material material)
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{
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this.material = material;
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}
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public void SetTarget(RTHandle handle, bool depth)
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{
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rtHandle = handle;
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this.depth = depth;
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if (computeBuffer != null) DestroyComputeBuffer();
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RenderTexture rt = rtHandle.rt;
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computeBuffer = new ComputeBuffer(rt.width * rt.height, 1 * sizeof(float));
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if(material != null)
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{
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material.SetBuffer("distBuffer", computeBuffer);
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material.SetFloat("res", rt.height);
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material.SetInt("_RenderDepth", this.depth ? 1 : 0);
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}
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}
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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ConfigureTarget(rtHandle);
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var desc = renderingData.cameraData.cameraTargetDescriptor;
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RenderingUtils.ReAllocateIfNeeded(ref copyRtHandle, desc, FilterMode.Bilinear, TextureWrapMode.Clamp);
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}
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// Here you can implement the rendering logic.
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// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
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// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
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// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, m_ProfilingSampler))
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{
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Blitter.BlitCameraTexture(cmd, rtHandle, rtHandle, material, 0);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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lock(m_PendingRequests)
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{
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if (m_PendingRequests.Count > 0)
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{
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int key = renderingData.cameraData.camera.GetInstanceID();
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if (m_PendingRequests.TryGetValue(key, out var queue) && queue.Count > 0)
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{
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float[] result = new float[computeBuffer.count];
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material.SetBuffer("distBuffer", computeBuffer);
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Graphics.SetRandomWriteTarget(1, computeBuffer,false);
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computeBuffer.GetData(result);
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while (queue.TryDequeue(out var tcs))
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tcs.TrySetResult(result);
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}
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}
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}
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}
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// Cleanup any allocated resources that were created during the execution of this render pass.
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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}
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public void Dispose()
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{
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#if UNITY_EDITOR
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if (EditorApplication.isPlaying)
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{
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Destroy(material);
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}
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else
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{
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DestroyImmediate(material);
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}
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#else
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Destroy(material);
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#endif
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if (rtHandle != null) rtHandle.Release();
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if (computeBuffer != null)
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{
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DestroyComputeBuffer();
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}
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}
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public void DestroyComputeBuffer()
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{
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computeBuffer.Release();
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computeBuffer = null;
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}
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}
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[SerializeField] Shader shader;
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[SerializeField] bool Depth = false;
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DepthRenderPass m_ScriptablePass;
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Material material;
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/// <inheritdoc/>
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public override void Create()
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{
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if(shader == null) shader = TexturesSettings.Instance.DepthShader;
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material = CoreUtils.CreateEngineMaterial(shader);
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m_ScriptablePass = new DepthRenderPass(material);
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// Configures where the render pass should be injected.
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m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
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}
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// Here you can inject one or multiple render passes in the renderer.
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// This method is called when setting up the renderer once per-camera.
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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if (renderingData.cameraData.camera.tag == "Eye")
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{
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renderer.EnqueuePass(m_ScriptablePass);
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}
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}
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public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData)
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{
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m_ScriptablePass.ConfigureInput(ScriptableRenderPassInput.Color);
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m_ScriptablePass.SetTarget(renderer.cameraColorTargetHandle, Depth);
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}
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protected override void Dispose(bool disposing)
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{
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base.Dispose(disposing);
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#if UNITY_EDITOR
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if (EditorApplication.isPlaying)
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{
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Destroy(material);
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}
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else
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{
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DestroyImmediate(material);
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}
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#else
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Destroy(material);
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#endif
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m_ScriptablePass.Dispose();
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if (m_PendingRequests != null)
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{
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foreach (var queue in m_PendingRequests.Values)
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{
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while (queue.TryDequeue(out var tcs))
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tcs.TrySetCanceled();
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}
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m_PendingRequests.Clear();
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}
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}
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}
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