222 lines
10 KiB
C#
222 lines
10 KiB
C#
using System;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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namespace UnityEngine.Rendering.Universal
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{
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sealed class MotionVectorRenderPass : ScriptableRenderPass
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{
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internal const string k_MotionVectorTextureName = "_MotionVectorTexture";
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internal const string k_MotionVectorDepthTextureName = "_MotionVectorDepthTexture";
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internal const GraphicsFormat k_TargetFormat = GraphicsFormat.R16G16_SFloat;
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public const string k_MotionVectorsLightModeTag = "MotionVectors";
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static readonly string[] s_ShaderTags = new string[] { k_MotionVectorsLightModeTag };
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static readonly int s_CameraDepthTextureID = Shader.PropertyToID("_CameraDepthTexture");
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static readonly ProfilingSampler s_SetMotionMatrixProfilingSampler = new ProfilingSampler("Set Motion Vector Global Matrices");
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readonly Material m_CameraMaterial;
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readonly FilteringSettings m_FilteringSettings;
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internal MotionVectorRenderPass(RenderPassEvent evt, Material cameraMaterial, LayerMask opaqueLayerMask)
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{
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profilingSampler = ProfilingSampler.Get(URPProfileId.DrawMotionVectors);
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renderPassEvent = evt;
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m_CameraMaterial = cameraMaterial;
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m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque,opaqueLayerMask);
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ConfigureInput(ScriptableRenderPassInput.Depth);
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}
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private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RendererList rendererList)
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{
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var cameraMaterial = passData.cameraMaterial;
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if (cameraMaterial == null)
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return;
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// Get data
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Camera camera = passData.camera;
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// Never draw in Preview
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if (camera.cameraType == CameraType.Preview)
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return;
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// These flags are still required in SRP or the engine won't compute previous model matrices...
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// If the flag hasn't been set yet on this camera, motion vectors will skip a frame.
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camera.depthTextureMode |= DepthTextureMode.MotionVectors | DepthTextureMode.Depth;
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// TODO: add option to only draw either one?
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DrawCameraMotionVectors(cmd, passData.xr, cameraMaterial);
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DrawObjectMotionVectors(cmd, passData.xr, ref rendererList);
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}
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private static DrawingSettings GetDrawingSettings(Camera camera, bool supportsDynamicBatching)
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{
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var sortingSettings = new SortingSettings(camera) { criteria = SortingCriteria.CommonOpaque };
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var drawingSettings = new DrawingSettings(ShaderTagId.none, sortingSettings)
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{
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perObjectData = PerObjectData.MotionVectors,
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enableDynamicBatching = supportsDynamicBatching,
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enableInstancing = true,
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lodCrossFadeStencilMask = 0, // Disable stencil-based lod because depth copy before motion vector pass doesn't copy stencils.
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};
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for (int i = 0; i < s_ShaderTags.Length; ++i)
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{
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drawingSettings.SetShaderPassName(i, new ShaderTagId(s_ShaderTags[i]));
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}
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return drawingSettings;
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}
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// NOTE: depends on camera depth to reconstruct static geometry positions
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private static void DrawCameraMotionVectors(RasterCommandBuffer cmd, XRPass xr, Material cameraMaterial)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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bool foveatedRendering = xr.supportsFoveatedRendering;
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bool nonUniformFoveatedRendering = foveatedRendering && XRSystem.foveatedRenderingCaps.HasFlag(FoveatedRenderingCaps.NonUniformRaster);
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if (foveatedRendering)
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{
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if (nonUniformFoveatedRendering)
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// This is a screen-space pass, make sure foveated rendering is disabled for non-uniform renders
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cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
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else
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cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Enabled);
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}
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#endif
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// Draw fullscreen quad
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cmd.DrawProcedural(Matrix4x4.identity, cameraMaterial, 0, MeshTopology.Triangles, 3, 1);
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (foveatedRendering && !nonUniformFoveatedRendering)
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cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
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#endif
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}
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private static void DrawObjectMotionVectors(RasterCommandBuffer cmd, XRPass xr, ref RendererList rendererList)
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{
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#if ENABLE_VR && ENABLE_XR_MODULE
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bool foveatedRendering = xr.supportsFoveatedRendering;
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if (foveatedRendering)
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// This is a geometry pass, enable foveated rendering (we need to disable it after)
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cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Enabled);
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#endif
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cmd.DrawRendererList(rendererList);
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (foveatedRendering)
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cmd.SetFoveatedRenderingMode(FoveatedRenderingMode.Disabled);
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#endif
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}
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/// <summary>
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/// Shared pass data
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/// </summary>
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private class PassData
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{
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internal Camera camera;
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internal XRPass xr;
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internal TextureHandle cameraDepth;
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internal Material cameraMaterial;
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internal RendererListHandle rendererListHdl;
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// Required for code sharing purpose between RG and non-RG.
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internal RendererList rendererList;
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}
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/// <summary>
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/// Initialize the shared pass data.
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/// </summary>
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/// <param name="passData"></param>
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private void InitPassData(ref PassData passData, UniversalCameraData cameraData)
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{
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passData.camera = cameraData.camera;
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passData.xr = cameraData.xr;
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passData.cameraMaterial = m_CameraMaterial;
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}
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private void InitRendererLists(ref PassData passData, ref CullingResults cullResults, bool supportsDynamicBatching, RenderGraph renderGraph)
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{
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var drawingSettings = GetDrawingSettings(passData.camera, supportsDynamicBatching);
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var renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
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RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, ref cullResults, drawingSettings, m_FilteringSettings, renderStateBlock, ref passData.rendererListHdl);
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}
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internal void Render(RenderGraph renderGraph, ContextContainer frameData, TextureHandle cameraDepthTexture, TextureHandle motionVectorColor, TextureHandle motionVectorDepth)
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{
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UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
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UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
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using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
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{
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builder.UseAllGlobalTextures(true);
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builder.AllowGlobalStateModification(true);
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if (cameraData.xr.enabled)
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{
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builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && cameraData.xrUniversal.canFoveateIntermediatePasses);
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// Apply MultiviewRenderRegionsCompatible flag only to the peripheral view in Quad Views
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if (cameraData.xr.multipassId == 0)
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{
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builder.SetExtendedFeatureFlags(ExtendedFeatureFlags.MultiviewRenderRegionsCompatible);
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}
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}
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builder.SetRenderAttachment(motionVectorColor, 0, AccessFlags.Write);
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builder.SetRenderAttachmentDepth(motionVectorDepth, AccessFlags.ReadWrite);
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InitPassData(ref passData, cameraData);
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passData.cameraDepth = cameraDepthTexture;
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builder.UseTexture(cameraDepthTexture, AccessFlags.Read);
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InitRendererLists(ref passData, ref renderingData.cullResults, renderingData.supportsDynamicBatching, renderGraph);
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builder.UseRendererList(passData.rendererListHdl);
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if (motionVectorColor.IsValid())
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builder.SetGlobalTextureAfterPass(motionVectorColor, Shader.PropertyToID(k_MotionVectorTextureName));
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if (motionVectorDepth.IsValid())
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builder.SetGlobalTextureAfterPass(motionVectorDepth, Shader.PropertyToID(k_MotionVectorDepthTextureName));
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builder.SetRenderFunc(static (PassData data, RasterGraphContext context) =>
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{
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if (data.cameraMaterial != null)
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data.cameraMaterial.SetTexture(s_CameraDepthTextureID, data.cameraDepth);
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ExecutePass(context.cmd, data, data.rendererListHdl);
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});
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}
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}
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// Global motion vector matrix setup pass.
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// Used for MotionVector passes and also read in VFX early compute shader
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public class MotionMatrixPassData
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{
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public MotionVectorsPersistentData motionData;
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public XRPass xr;
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}
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internal static void SetRenderGraphMotionVectorGlobalMatrices(RenderGraph renderGraph, UniversalCameraData cameraData)
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{
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if (cameraData.camera.TryGetComponent<UniversalAdditionalCameraData>(out var additionalCameraData))
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{
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using (var builder = renderGraph.AddRasterRenderPass<MotionMatrixPassData>(s_SetMotionMatrixProfilingSampler.name, out var passData, s_SetMotionMatrixProfilingSampler))
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{
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passData.motionData = additionalCameraData.motionVectorsPersistentData;
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passData.xr = cameraData.xr;
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builder.AllowGlobalStateModification(true);
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builder.SetRenderFunc(static (MotionMatrixPassData data, RasterGraphContext context) =>
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{
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data.motionData.SetGlobalMotionMatrices(context.cmd, data.xr);
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});
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}
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}
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}
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}
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}
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