331 lines
11 KiB
C#
331 lines
11 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering
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{
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/// <summary>
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/// Set of data used to create a XRPass object.
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/// </summary>
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public struct XRPassCreateInfo
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{
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internal RenderTargetIdentifier renderTarget;
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internal RenderTextureDescriptor renderTargetDesc;
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internal ScriptableCullingParameters cullingParameters;
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internal Material occlusionMeshMaterial;
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internal IntPtr foveatedRenderingInfo;
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internal int multipassId;
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internal int cullingPassId;
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internal bool copyDepth;
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#if ENABLE_VR && ENABLE_XR_MODULE
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internal UnityEngine.XR.XRDisplaySubsystem.XRRenderPass xrSdkRenderPass;
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#endif
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}
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/// <summary>
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/// XRPass holds the render target information and a list of XRView.
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/// XRView contains the parameters required to render (projection and view matrices, viewport, etc)
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/// When a pass has 2 views or more, single-pass will be active if the platform supports it.
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/// To avoid allocating every frame, XRView is a struct and XRPass is pooled.
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/// </summary>
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public class XRPass
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{
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readonly List<XRView> m_Views;
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readonly XROcclusionMesh m_OcclusionMesh;
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/// <summary>
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/// Parameterless constructor.
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/// Note: in order to avoid GC, the render pipeline should use XRPass.Create instead of this method.
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/// </summary>
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public XRPass()
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{
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m_Views = new List<XRView>(2);
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m_OcclusionMesh = new XROcclusionMesh(this);
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}
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/// <summary>
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/// Default allocator method for XRPass.
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/// </summary>
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/// <param name="createInfo"></param>
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/// <returns></returns>
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public static XRPass CreateDefault(XRPassCreateInfo createInfo)
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{
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XRPass pass = GenericPool<XRPass>.Get();
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pass.InitBase(createInfo);
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return pass;
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}
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/// <summary>
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/// Default release method. Can be overridden by render pipelines.
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/// </summary>
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virtual public void Release()
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{
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GenericPool<XRPass>.Release(this);
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}
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/// <summary>
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/// Returns true if the pass contains at least one view.
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/// </summary>
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public bool enabled
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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get => viewCount > 0;
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#else
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get => false;
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#endif
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}
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/// <summary>
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/// Returns true if the pass can use foveated rendering commands.
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/// </summary>
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public bool supportsFoveatedRendering
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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get => enabled && foveatedRenderingInfo != IntPtr.Zero && XRSystem.foveatedRenderingCaps != FoveatedRenderingCaps.None;
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#else
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get => false;
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#endif
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}
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/// <summary>
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/// If true, the render pipeline is expected to output a valid depth buffer to the renderTarget.
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/// </summary>
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public bool copyDepth { get; private set; }
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/// <summary>
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/// Index of the pass inside the frame.
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/// </summary>
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public int multipassId { get; private set; }
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/// <summary>
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/// Index used for culling. It can be shared between multiple passes.
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/// </summary>
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public int cullingPassId { get; private set; }
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/// <summary>
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/// Destination render target.
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/// </summary>
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public RenderTargetIdentifier renderTarget { get; private set; }
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/// <summary>
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/// Destination render target descriptor.
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/// </summary>
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public RenderTextureDescriptor renderTargetDesc { get; private set; }
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/// <summary>
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/// Parameters used for culling.
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/// </summary>
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public ScriptableCullingParameters cullingParams { get; private set; }
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/// <summary>
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/// Returns the number of views inside this pass.
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/// </summary>
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public int viewCount { get => m_Views.Count; }
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/// <summary>
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/// If true, the render pipeline is expected to use single-pass techniques to save CPU time.
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/// </summary>
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public bool singlePassEnabled { get => viewCount > 1; }
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/// <summary>
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/// Native pointer from the XR plugin to be consumed by ConfigureFoveatedRendering.
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/// </summary>
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public IntPtr foveatedRenderingInfo { get; private set; }
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/// <summary>
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/// Returns the projection matrix for a given view.
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/// </summary>
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/// <param name="viewIndex"></param>
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/// <returns></returns>
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public Matrix4x4 GetProjMatrix(int viewIndex = 0)
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{
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return m_Views[viewIndex].projMatrix;
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}
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/// <summary>
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/// Returns the view matrix for a given view.
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/// </summary>
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/// <param name="viewIndex"></param>
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/// <returns></returns>
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public Matrix4x4 GetViewMatrix(int viewIndex = 0)
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{
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return m_Views[viewIndex].viewMatrix;
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}
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/// <summary>
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/// Returns the viewport for a given view.
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/// </summary>
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/// <param name="viewIndex"></param>
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/// <returns></returns>
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public Rect GetViewport(int viewIndex = 0)
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{
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return m_Views[viewIndex].viewport;
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}
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/// <summary>
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/// Returns the occlusion mesh for a given view.
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/// </summary>
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/// <param name="viewIndex"></param>
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/// <returns></returns>
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public Mesh GetOcclusionMesh(int viewIndex = 0)
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{
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return m_Views[viewIndex].occlusionMesh;
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}
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/// <summary>
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/// Returns the destination slice index (for texture array) for a given view.
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/// </summary>
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/// <param name="viewIndex"></param>
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/// <returns></returns>
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public int GetTextureArraySlice(int viewIndex = 0)
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{
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return m_Views[viewIndex].textureArraySlice;
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}
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/// <summary>
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/// Queue up render commands to enable single-pass techniques.
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/// Note: depending on the platform and settings, either single-pass instancing or the multiview extension will be used.
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/// </summary>
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/// <param name="cmd"></param>
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public void StartSinglePass(CommandBuffer cmd)
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{
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if (enabled)
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{
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if (singlePassEnabled)
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{
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if (viewCount <= TextureXR.slices)
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{
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if (SystemInfo.supportsMultiview)
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{
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cmd.EnableShaderKeyword("STEREO_MULTIVIEW_ON");
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}
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else
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{
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cmd.EnableShaderKeyword("STEREO_INSTANCING_ON");
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cmd.SetInstanceMultiplier((uint)viewCount);
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}
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}
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else
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{
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throw new NotImplementedException($"Invalid XR setup for single-pass, trying to render too many views! Max supported: {TextureXR.slices}");
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}
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}
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}
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}
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/// <summary>
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/// Queue up render commands to disable single-pass techniques.
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/// </summary>
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/// <param name="cmd"></param>
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public void StopSinglePass(CommandBuffer cmd)
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{
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if (enabled)
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{
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if (singlePassEnabled)
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{
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if (SystemInfo.supportsMultiview)
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{
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cmd.DisableShaderKeyword("STEREO_MULTIVIEW_ON");
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}
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else
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{
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cmd.DisableShaderKeyword("STEREO_INSTANCING_ON");
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cmd.SetInstanceMultiplier(1);
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}
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}
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}
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}
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/// <summary>
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/// Returns true if the pass was setup with expected mesh and material.
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/// </summary>
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public bool hasValidOcclusionMesh { get => m_OcclusionMesh.hasValidOcclusionMesh; }
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/// <summary>
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/// Generate commands to render the occlusion mesh for this pass.
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/// In single-pass mode : the meshes for all views are combined into one mesh,
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/// where the corresponding view index is encoded into each vertex. The keyword
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/// "XR_OCCLUSION_MESH_COMBINED" is also enabled when rendering the combined mesh.
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/// </summary>
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/// <param name="cmd"></param>
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public void RenderOcclusionMesh(CommandBuffer cmd)
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{
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m_OcclusionMesh.RenderOcclusionMesh(cmd);
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}
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/// <summary>
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/// Take a point that is center-relative (0.5, 0.5) and modify it to be placed relative to the view's center instead, respecting the asymmetric FOV (if it is used)
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/// </summary>
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/// <param name="center"></param>
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/// <returns></returns>
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public Vector4 ApplyXRViewCenterOffset(Vector2 center)
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{
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Vector4 result = Vector4.zero;
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float centerDeltaX = 0.5f - center.x;
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float centerDeltaY = 0.5f - center.y;
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result.x = m_Views[0].eyeCenterUV.x - centerDeltaX;
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result.y = m_Views[0].eyeCenterUV.y - centerDeltaY;
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if (singlePassEnabled)
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{
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// With single-pass XR, we need to add the data for the 2nd view
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result.z = m_Views[1].eyeCenterUV.x - centerDeltaX;
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result.w = m_Views[1].eyeCenterUV.y - centerDeltaY;
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}
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return result;
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}
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internal void AssignView(int viewId, XRView xrView)
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{
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if (viewId < 0 || viewId >= m_Views.Count)
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throw new ArgumentOutOfRangeException(nameof(viewId));
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m_Views[viewId] = xrView;
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}
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internal void AssignCullingParams(int cullingPassId, ScriptableCullingParameters cullingParams)
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{
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// Disable legacy stereo culling path
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cullingParams.cullingOptions &= ~CullingOptions.Stereo;
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this.cullingPassId = cullingPassId;
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this.cullingParams = cullingParams;
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}
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internal void UpdateCombinedOcclusionMesh()
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{
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m_OcclusionMesh.UpdateCombinedMesh();
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}
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/// <summary>
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/// Initialize the base class fields.
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/// </summary>
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/// <param name="createInfo"></param>
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public void InitBase(XRPassCreateInfo createInfo)
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{
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m_Views.Clear();
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copyDepth = createInfo.copyDepth;
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multipassId = createInfo.multipassId;
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AssignCullingParams(createInfo.cullingPassId, createInfo.cullingParameters);
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renderTarget = new RenderTargetIdentifier(createInfo.renderTarget, 0, CubemapFace.Unknown, -1);
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renderTargetDesc = createInfo.renderTargetDesc;
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m_OcclusionMesh.SetMaterial(createInfo.occlusionMeshMaterial);
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foveatedRenderingInfo = createInfo.foveatedRenderingInfo;
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}
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internal void AddView(XRView xrView)
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{
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if (m_Views.Count < TextureXR.slices)
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{
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m_Views.Add(xrView);
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}
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else
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{
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throw new NotImplementedException($"Invalid XR setup for single-pass, trying to add too many views! Max supported: {TextureXR.slices}");
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}
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}
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}
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}
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