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Renders Unlit Opaque objects into CameraNormalsTexture for SSAO Depth Normals mode
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/* | |
Render Unlit Opaque objects into CameraNormalsTexture for SSAO Depth Normals mode. | |
If you need Alpha clipping or vertex displacement, you'll need to use Depth mode, | |
or edit the generated shader code to add in the DepthNormals pass instead. | |
This is meant as an alternative if you don't need those. | |
For depthNormalsMat, I'm using a blank PBR/Lit SG with passIndex set to 4 (corresponds to it's DepthNormals pass). | |
*/ | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
public class UnlitDepthNormalsFeature : ScriptableRendererFeature { | |
class UnlitDepthNormalsPass : ScriptableRenderPass { | |
private Material depthNormalsMat; | |
private int passIndex; | |
private ProfilingSampler m_ProfilingSampler; | |
private FilteringSettings m_FilteringSettings; | |
private List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>(); | |
private RenderTargetHandle depthTex; | |
private RenderTargetHandle normalsTex; | |
public UnlitDepthNormalsPass(Material depthNormalsMat, int passIndex, LayerMask layerMask) { | |
this.depthNormalsMat = depthNormalsMat; | |
this.passIndex = passIndex; | |
m_ProfilingSampler = new ProfilingSampler("UnlitDepthNormals"); | |
m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, layerMask); | |
m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit")); | |
depthTex.Init("_CameraDepthTexture"); | |
normalsTex.Init("_CameraNormalsTexture"); | |
} | |
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { | |
ConfigureTarget(normalsTex.Identifier(), depthTex.Identifier()); | |
} | |
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { | |
SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags; | |
DrawingSettings drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria); | |
drawingSettings.overrideMaterial = depthNormalsMat; | |
drawingSettings.overrideMaterialPassIndex = passIndex; | |
CommandBuffer cmd = CommandBufferPool.Get(); | |
using (new ProfilingScope(cmd, m_ProfilingSampler)) { | |
context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings); | |
} | |
context.ExecuteCommandBuffer(cmd); | |
CommandBufferPool.Release(cmd); | |
} | |
public override void OnCameraCleanup(CommandBuffer cmd) { | |
} | |
} | |
public Material depthNormalsMat; | |
public int passIndex; | |
public LayerMask layerMask; | |
UnlitDepthNormalsPass m_ScriptablePass; | |
public override void Create() { | |
m_ScriptablePass = new UnlitDepthNormalsPass(depthNormalsMat, passIndex, layerMask); | |
m_ScriptablePass.renderPassEvent = RenderPassEvent.AfterRenderingPrePasses; | |
} | |
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) { | |
if (depthNormalsMat == null) return; | |
renderer.EnqueuePass(m_ScriptablePass); | |
} | |
} | |
/* | |
In Unlit Shader Graph, can then use a Custom Function (String mode) to sample the SSAO texture : | |
#ifdef SHADERGRAPH_PREVIEW | |
DirectAO = 1; | |
#else | |
AmbientOcclusionFactor aoFactor = GetScreenSpaceAmbientOcclusion(ScreenPos); | |
DirectAO = aoFactor.directAmbientOcclusion; | |
#endif | |
Unsure exactly how to combine it with the shader, but a Multiply might do. | |
There's also aoFactor.indirectAmbientOcclusion if you want to support that, | |
See the UniversalFragmentPBR method in URP's Shader Library Lighting.hlsl. | |
*/ |
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