253 lines
13 KiB
C#
253 lines
13 KiB
C#
using System;
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using UnityEngine.Rendering.RenderGraphModule;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.Universal.Internal
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{
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/// <summary>
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/// Copy the given color target to the current camera target
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///
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/// You can use this pass to copy the result of rendering to
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/// the camera target. The pass takes the screen viewport into
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/// consideration.
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/// </summary>
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public partial class FinalBlitPass : ScriptableRenderPass
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{
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// Use specialed URP fragment shader pass for debug draw support and color space conversion/encoding support.
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// See CoreBlit.shader and BlitHDROverlay.shader
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static class BlitPassNames
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{
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public const string NearestSampler = "NearestDebugDraw";
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public const string BilinearSampler = "BilinearDebugDraw";
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}
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enum BlitType
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{
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Core = 0, // Core blit
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HDR = 1, // Blit with HDR encoding and overlay UI compositing
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Count = 2
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}
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struct BlitMaterialData
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{
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public Material material;
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public int nearestSamplerPass;
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public int bilinearSamplerPass;
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}
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BlitMaterialData[] m_BlitMaterialData;
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/// <summary>
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/// Creates a new <c>FinalBlitPass</c> instance.
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/// </summary>
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/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
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/// <param name="blitMaterial">The <c>Material</c> to use for copying the executing the final blit.</param>
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/// <param name="blitHDRMaterial">The <c>Material</c> to use for copying the executing the final blit when HDR output is active.</param>
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/// <seealso cref="RenderPassEvent"/>
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public FinalBlitPass(RenderPassEvent evt, Material blitMaterial, Material blitHDRMaterial)
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{
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profilingSampler = ProfilingSampler.Get(URPProfileId.BlitFinalToBackBuffer);
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renderPassEvent = evt;
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// Find sampler passes by name
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const int blitTypeCount = (int)BlitType.Count;
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m_BlitMaterialData = new BlitMaterialData[blitTypeCount];
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for (int i = 0; i < blitTypeCount; ++i)
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{
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m_BlitMaterialData[i].material = i == (int)BlitType.Core ? blitMaterial : blitHDRMaterial;
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m_BlitMaterialData[i].nearestSamplerPass = m_BlitMaterialData[i].material?.FindPass(BlitPassNames.NearestSampler) ?? -1;
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m_BlitMaterialData[i].bilinearSamplerPass = m_BlitMaterialData[i].material?.FindPass(BlitPassNames.BilinearSampler) ?? -1;
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}
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}
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/// <summary>
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/// Cleans up resources used by the pass.
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/// </summary>
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public void Dispose()
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{
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}
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/// <summary>
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/// Configure the pass
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/// </summary>
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/// <param name="baseDescriptor"></param>
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/// <param name="colorHandle"></param>
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[Obsolete("Use RTHandles for colorHandle. #from(2022.1) #breakingFrom(2023.1)", true)]
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public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle)
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{
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throw new NotSupportedException("Setup with RenderTargetHandle has been deprecated. Use it with RTHandles instead.");
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}
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/// <summary>
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/// Configure the pass
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/// </summary>
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/// <param name="baseDescriptor"></param>
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/// <param name="colorHandle"></param>
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public void Setup(RenderTextureDescriptor baseDescriptor, RTHandle colorHandle)
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{
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}
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static void SetupHDROutput(ColorGamut hdrDisplayColorGamut, Material material, HDROutputUtils.Operation hdrOperation, Vector4 hdrOutputParameters, bool rendersOverlayUI)
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{
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material.SetVector(ShaderPropertyId.hdrOutputLuminanceParams, hdrOutputParameters);
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HDROutputUtils.ConfigureHDROutput(material, hdrDisplayColorGamut, hdrOperation);
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CoreUtils.SetKeyword(material, ShaderKeywordStrings.HDROverlay, rendersOverlayUI);
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}
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private static void ExecutePass(RasterCommandBuffer cmd, PassData data, RTHandle source, RTHandle destination, UniversalCameraData cameraData, Vector4 scaleBias)
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{
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bool isRenderToBackBufferTarget = !cameraData.isSceneViewCamera;
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#if ENABLE_VR && ENABLE_XR_MODULE
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if (cameraData.xr.enabled)
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isRenderToBackBufferTarget = new RenderTargetIdentifier(destination.nameID, 0, CubemapFace.Unknown, -1) == new RenderTargetIdentifier(cameraData.xr.renderTarget, 0, CubemapFace.Unknown, -1);
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#endif
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var pixelRect = data.useFullScreenViewport ? new Rect(0f, 0f, Screen.width, Screen.height) : cameraData.pixelRect;
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RenderingUtils.SetupOffscreenUIViewportParams(data.blitMaterialData.material, ref pixelRect, isRenderToBackBufferTarget);
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if (isRenderToBackBufferTarget)
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cmd.SetViewport(pixelRect);
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// turn off any global wireframe & "scene view wireframe shader hijack" settings for doing blits:
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// we never want them to show up as wireframe
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cmd.SetWireframe(false);
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CoreUtils.SetKeyword(data.blitMaterialData.material, ShaderKeywordStrings._ENABLE_ALPHA_OUTPUT, data.enableAlphaOutput);
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int shaderPassIndex = source.rt?.filterMode == FilterMode.Bilinear ? data.blitMaterialData.bilinearSamplerPass : data.blitMaterialData.nearestSamplerPass;
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Blitter.BlitTexture(cmd, source, scaleBias, data.blitMaterialData.material, shaderPassIndex);
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}
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private class PassData
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{
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internal TextureHandle source;
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internal TextureHandle destination;
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internal int sourceID;
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internal Vector4 hdrOutputLuminanceParams;
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internal bool requireSrgbConversion;
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internal bool enableAlphaOutput;
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internal BlitMaterialData blitMaterialData;
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internal UniversalCameraData cameraData;
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internal bool useFullScreenViewport;
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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(UniversalCameraData cameraData, ref PassData passData, BlitType blitType, bool enableAlphaOutput, bool useFullScreenViewport)
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{
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passData.cameraData = cameraData;
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passData.requireSrgbConversion = cameraData.requireSrgbConversion;
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passData.enableAlphaOutput = enableAlphaOutput;
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passData.useFullScreenViewport = useFullScreenViewport;
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passData.blitMaterialData = m_BlitMaterialData[(int)blitType];
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}
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// Shared by both FinalBlitPass and OffscreenUICoverPrepass.
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internal void Render(RenderGraph renderGraph, UniversalCameraData cameraData, UniversalResourceData resourceData, TextureHandle sourceTexture, bool useFullScreenViewport = false)
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{
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var destinationTexture = resourceData.backBufferColor; //By definition this pass blits to the backbuffer
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var overlayUITexture = resourceData.overlayUITexture;
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using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
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{
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bool outputsToHDR = cameraData.isHDROutputActive;
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bool outputsAlpha = cameraData.isAlphaOutputEnabled;
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InitPassData(cameraData, ref passData, outputsToHDR ? BlitType.HDR : BlitType.Core, outputsAlpha, useFullScreenViewport);
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passData.sourceID = ShaderPropertyId.sourceTex;
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passData.source = sourceTexture;
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builder.UseTexture(sourceTexture, AccessFlags.Read);
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passData.destination = destinationTexture;
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// Default flag for non-XR common case
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AccessFlags targetAccessFlag = AccessFlags.Write;
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#if ENABLE_VR && ENABLE_XR_MODULE
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// This is a screen-space pass, make sure foveated rendering is disabled for non-uniform renders
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bool passSupportsFoveation = !XRSystem.foveatedRenderingCaps.HasFlag(FoveatedRenderingCaps.NonUniformRaster);
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builder.EnableFoveatedRasterization(cameraData.xr.supportsFoveatedRendering && passSupportsFoveation);
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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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// Optimization: In XR, we don't have split screen use case.
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// The access flag can be set to WriteAll if there is a full screen blit and no alpha blending,
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// so engine will set loadOperation to DontCare down to the pipe.
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if (cameraData.xr.enabled && cameraData.isDefaultViewport && !outputsAlpha)
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targetAccessFlag = AccessFlags.WriteAll;
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#endif
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builder.SetRenderAttachment(passData.destination, 0, targetAccessFlag);
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if (outputsToHDR && overlayUITexture.IsValid())
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{
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VolumeStack stack = VolumeManager.instance.stack;
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Tonemapping tonemapping = stack.GetComponent<Tonemapping>();
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UniversalRenderPipeline.GetHDROutputLuminanceParameters(passData.cameraData.hdrDisplayInformation, passData.cameraData.hdrDisplayColorGamut, tonemapping, out passData.hdrOutputLuminanceParams);
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builder.UseTexture(overlayUITexture, AccessFlags.Read);
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}
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else
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{
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passData.hdrOutputLuminanceParams = new Vector4(-1.0f, -1.0f, -1.0f, -1.0f);
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}
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builder.AllowGlobalStateModification(true);
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builder.SetRenderFunc(static (PassData data, RasterGraphContext context) =>
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{
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data.blitMaterialData.material.enabledKeywords = null;
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context.cmd.SetKeyword(ShaderGlobalKeywords.LinearToSRGBConversion, data.requireSrgbConversion);
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data.blitMaterialData.material.SetTexture(data.sourceID, data.source);
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DebugHandler debugHandler = GetActiveDebugHandler(data.cameraData);
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bool resolveToDebugScreen = debugHandler != null && debugHandler.WriteToDebugScreenTexture(data.cameraData.resolveFinalTarget);
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if (data.hdrOutputLuminanceParams.w >= 0)
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{
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HDROutputUtils.Operation hdrOperation = HDROutputUtils.Operation.None;
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// If the HDRDebugView is on, we don't want the encoding
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if (debugHandler == null || !debugHandler.HDRDebugViewIsActive(data.cameraData.resolveFinalTarget))
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hdrOperation |= HDROutputUtils.Operation.ColorEncoding;
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// Color conversion may have happened in the Uber post process through color grading, so we don't want to reapply it
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if (!data.cameraData.postProcessEnabled)
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hdrOperation |= HDROutputUtils.Operation.ColorConversion;
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SetupHDROutput(data.cameraData.hdrDisplayColorGamut, data.blitMaterialData.material, hdrOperation, data.hdrOutputLuminanceParams, data.cameraData.rendersOverlayUI);
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}
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if (resolveToDebugScreen)
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{
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RTHandle sourceTex = data.source;
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Vector2 viewportScale = sourceTex.useScaling ? new Vector2(sourceTex.rtHandleProperties.rtHandleScale.x, sourceTex.rtHandleProperties.rtHandleScale.y) : Vector2.one;
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int shaderPassIndex = sourceTex.rt?.filterMode == FilterMode.Bilinear ? data.blitMaterialData.bilinearSamplerPass : data.blitMaterialData.nearestSamplerPass;
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Blitter.BlitTexture(context.cmd, sourceTex, viewportScale, data.blitMaterialData.material, shaderPassIndex);
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}
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else
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{
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Vector4 scaleBias = RenderingUtils.GetFinalBlitScaleBias(context, in data.source, in data.destination);
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ExecutePass(context.cmd, data, data.source, data.destination, data.cameraData, scaleBias);
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}
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});
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}
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}
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/// <inheritdoc cref="IRenderGraphRecorder.RecordRenderGraph"/>
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override public void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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var cameraData = frameData.Get<UniversalCameraData>();
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var resourceData = frameData.Get<UniversalResourceData>();
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Render(renderGraph, cameraData, resourceData, resourceData.cameraColor);
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resourceData.SwitchActiveTexturesToBackbuffer();
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}
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}
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}
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