【Unity】URPでのRenderMeshIndirect調査メモ
やること
URPにて影の描画も含むLit Shaderを使ったRenderMeshIndirectを実装する
公式ドキュメント : Graphics.RenderMeshIndirect
モチベーション
URPでRenderMeshIndirectの記事はいくつか見つけられた。
- [Unity]Graphics.DrawMeshInstancedIndirect を使って大量描画する[URP]
- 【Unity】RenderMeshIndirectとComputeShaderでまつぼっくり螺旋を描く with URP【C# / HLSL】
しかし、影の描画を含むものが無かったので自分で実装してみる。
バージョン
- Unity 2022.3.30f1
- URP 14.0.11
記事にあるシェーダーにて、CBUFFER_START(UnityPerMaterial);
と見慣れないコードがあった。
CBUFFER_START(UnityPerMaterial);
uniform StructuredBuffer<float3> _Positions;
CBUFFER_END;
これについて調べてみると、どうやら CBUFFER
とは constant buffer を表しており、GPU上のメモリ領域の話っぽかった。
https://zenn.dev/r_ngtm/articles/unity-study-srpbatcher#cbufferとgpuメモリ
CBUFFER (constant buffer) とは、GPUメモリ上に確保されるメモリ領域のようなもので、
シェーダーで使用するデータを入れておくことができます。
この機能を使うことで、GPU上にMaterialのデータをキャッシュしSetPass Callを減らせるメリットがある模様。
https://zenn.dev/r_ngtm/articles/unity-study-srpbatcher#srp-batch-(srp-batcherによるバッチ処理)
SRP Batcherでは、マテリアルのデータをGPU内にキャッシュ(永続化)してくれます。
マテリアルのデータが変更されたときだけ、マテリアルに対応するCBUFFERを作り直します。
結果として、SetPass Calls(データのアップロード回数)が減るのでCPU側のレンダリング負荷が下がります。
CBUFFER(UnityPerMaterial) ~ CBUFFER_END で囲んだデータは、GPU上の Material CBUFFER に格納されると考えられます。
以上を踏まえて、このように運用するのが良さそう? 🤔
- Materialでデータが固定 :
CBUFFER(UnityPerMaterial)
~CBUFFER_END
で囲う - Materialでデータが頻繁に変更される :
CBUFFER
を使わない
自分が作るものでは、頻繁にMaterialデータが更新されるので CBUFFER
でくくらない方針で行く。
また、CBUFFERについてはSRP Batcherが深く関わっているっぽいのでこれ以上は調査しない。
旧APIの Graphics.DrawMeshInstancedIndirect
用のシェーダーが出来た。
- URPの Lit.shader をそのままコピー
- 不要そうなPassを削除, コメントアウト
- GBuffer
- DepthNormals
- Meta
- Universal2D
- 以下のPassでvertexを調整
- ForwardLit
- ShadowCaster
- DepthOnly
Matrix4x4で座標と法線を書き換えるメソッドを定義して、各vertexで呼び出している。
StructuredBuffer<float4x4> _MatricesArray;
void transform_vertex(inout float3 position, inout float3 normal, uint instanceId)
{
float4x4 mat = _MatricesArray[instanceId];
position = mul(mat, float4(position, 1.0)).xyz;
normal = normalize(mul((float3x3)mat, normal));
}
.....
.....
transform_vertex(input.positionOS.xyz, input.normalOS.xyz, instanceID);
input.tangentOS.xyz = normalize(mul((float3x3)_MatricesArray[instanceID], input.tangentOS.xyz));
ForDrawMeshInstancedIndirect全文
Shader "Custom/ForDrawMeshInstancedIndirect"
{
Properties
{
// Specular vs Metallic workflow
_WorkflowMode("WorkflowMode", Float) = 1.0
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
_SpecGlossMap("Specular", 2D) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
_Parallax("Scale", Range(0.005, 0.08)) = 0.005
_ParallaxMap("Height Map", 2D) = "black" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
[HDR] _EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_DetailMask("Detail Mask", 2D) = "white" {}
_DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
_DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
_DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
[Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
// SRP batching compatibility for Clear Coat (Not used in Lit)
[HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
[HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0
// Blending state
_Surface("__surface", Float) = 0.0
_Blend("__blend", Float) = 0.0
_Cull("__cull", Float) = 2.0
[ToggleUI] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
[HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
[HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
// Editmode props
_QueueOffset("Queue offset", Float) = 0.0
// ObsoleteProperties
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
[HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
// material work with both Universal Render Pipeline and Builtin Unity Pipeline
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"IgnoreProjector" = "True"
}
LOD 300
HLSLINCLUDE
StructuredBuffer<float4x4> _MatricesArray;
void transform_vertex(inout float3 position, inout float3 normal, uint instanceId)
{
float4x4 mat = _MatricesArray[instanceId];
position = mul(mat, float4(position, 1.0)).xyz;
normal = normalize(mul((float3x3)mat, normal));
}
ENDHLSL
// ------------------------------------------------------------------
// Forward pass. Shades all light in a single pass. GI + emission + Fog
Pass
{
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Universal Render Pipeline
Name "ForwardLit"
Tags
{
"LightMode" = "UniversalForward"
}
// -------------------------------------
// Render State Commands
Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
ZWrite[_ZWrite]
Cull[_Cull]
AlphaToMask[_AlphaToMask]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex LitPassVertexGpuInstaincing
#pragma fragment LitPassFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _PARALLAXMAP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local_fragment _OCCLUSIONMAP
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature_local_fragment _SPECULAR_SETUP
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _LIGHT_LAYERS
#pragma multi_compile _ _FORWARD_PLUS
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
Varyings LitPassVertexGpuInstaincing(Attributes input, uint instanceID : SV_InstanceID)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
transform_vertex(input.positionOS.xyz, input.normalOS.xyz, instanceID);
input.tangentOS.xyz = normalize(mul((float3x3)_MatricesArray[instanceID], input.tangentOS.xyz));
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
// normalWS and tangentWS already normalize.
// this is required to avoid skewing the direction during interpolation
// also required for per-vertex lighting and SH evaluation
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
half fogFactor = 0;
#if !defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
#endif
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
// already normalized from normal transform to WS.
output.normalWS = normalInput.normalWS;
#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
real sign = input.tangentOS.w * GetOddNegativeScale();
half4 tangentWS = half4(normalInput.tangentWS.xyz, sign);
#endif
#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
output.tangentWS = tangentWS;
#endif
#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS);
output.viewDirTS = viewDirTS;
#endif
OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
#ifdef DYNAMICLIGHTMAP_ON
output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
#ifdef _ADDITIONAL_LIGHTS_VERTEX
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#else
output.fogFactor = fogFactor;
#endif
#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
output.positionWS = vertexInput.positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
output.positionCS = vertexInput.positionCS;
return output;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
// -------------------------------------
// Render State Commands
ZWrite On
ZTest LEqual
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex ShadowPassVertexByGpuInstancing
#pragma fragment ShadowPassFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Universal Pipeline keywords
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
Varyings ShadowPassVertexByGpuInstancing(Attributes input, uint instanceID : SV_InstanceID)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
#if defined(_ALPHATEST_ON)
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
#endif
transform_vertex(input.positionOS.xyz, input.normalOS.xyz, instanceID);
output.positionCS = GetShadowPositionHClip(input);
return output;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
// -------------------------------------
// Render State Commands
ZWrite On
ColorMask R
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex DepthOnlyVertex_
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
Varyings DepthOnlyVertex_(Attributes input, uint instanceID : SV_InstanceID)
{
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float3 _ = float3(0, 0, 1);
transform_vertex(input.position.xyz, _, instanceID);
#if defined(_ALPHATEST_ON)
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
#endif
output.positionCS = TransformObjectToHClip(input.position.xyz);
return output;
}
ENDHLSL
}
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
}
↑のシェーダーに以下の内容を追加しなければならない、とのこと(公式ドキュメントより)
#define UNITY_INDIRECT_DRAW_ARGS IndirectDrawIndexedArgs
#include "UnityIndirect.cginc"
InitIndirectDrawArgs(0); // pass SV_DrawID semantic value here for multi-draw support
以下の記事でも上記対応があるので、参考に出来そう。
【Unity】RenderMeshIndirectとComputeShaderでまつぼっくり螺旋を描く with URP【C# / HLSL】
RenderMeshIndirect
用のシェーダーを用意した。
やったことは ForDrawMeshInstancedIndirect
の各Passに以下のコードを書いた。
#define UNITY_INDIRECT_DRAW_ARGS IndirectDrawIndexedArgs
#include "UnityIndirect.cginc"
InitIndirectDrawArgs(0); // pass SV_DrawID semantic value here for multi-draw support
ForDrawMeshInstancedIndirect全文
Shader "Custom/ForRenderMeshIndirect"
{
Properties
{
// Specular vs Metallic workflow
_WorkflowMode("WorkflowMode", Float) = 1.0
[MainTexture] _BaseMap("Albedo", 2D) = "white" {}
[MainColor] _BaseColor("Color", Color) = (1,1,1,1)
_Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
_SmoothnessTextureChannel("Smoothness texture channel", Float) = 0
_Metallic("Metallic", Range(0.0, 1.0)) = 0.0
_MetallicGlossMap("Metallic", 2D) = "white" {}
_SpecColor("Specular", Color) = (0.2, 0.2, 0.2)
_SpecGlossMap("Specular", 2D) = "white" {}
[ToggleOff] _SpecularHighlights("Specular Highlights", Float) = 1.0
[ToggleOff] _EnvironmentReflections("Environment Reflections", Float) = 1.0
_BumpScale("Scale", Float) = 1.0
_BumpMap("Normal Map", 2D) = "bump" {}
_Parallax("Scale", Range(0.005, 0.08)) = 0.005
_ParallaxMap("Height Map", 2D) = "black" {}
_OcclusionStrength("Strength", Range(0.0, 1.0)) = 1.0
_OcclusionMap("Occlusion", 2D) = "white" {}
[HDR] _EmissionColor("Color", Color) = (0,0,0)
_EmissionMap("Emission", 2D) = "white" {}
_DetailMask("Detail Mask", 2D) = "white" {}
_DetailAlbedoMapScale("Scale", Range(0.0, 2.0)) = 1.0
_DetailAlbedoMap("Detail Albedo x2", 2D) = "linearGrey" {}
_DetailNormalMapScale("Scale", Range(0.0, 2.0)) = 1.0
[Normal] _DetailNormalMap("Normal Map", 2D) = "bump" {}
// SRP batching compatibility for Clear Coat (Not used in Lit)
[HideInInspector] _ClearCoatMask("_ClearCoatMask", Float) = 0.0
[HideInInspector] _ClearCoatSmoothness("_ClearCoatSmoothness", Float) = 0.0
// Blending state
_Surface("__surface", Float) = 0.0
_Blend("__blend", Float) = 0.0
_Cull("__cull", Float) = 2.0
[ToggleUI] _AlphaClip("__clip", Float) = 0.0
[HideInInspector] _SrcBlend("__src", Float) = 1.0
[HideInInspector] _DstBlend("__dst", Float) = 0.0
[HideInInspector] _SrcBlendAlpha("__srcA", Float) = 1.0
[HideInInspector] _DstBlendAlpha("__dstA", Float) = 0.0
[HideInInspector] _ZWrite("__zw", Float) = 1.0
[HideInInspector] _BlendModePreserveSpecular("_BlendModePreserveSpecular", Float) = 1.0
[HideInInspector] _AlphaToMask("__alphaToMask", Float) = 0.0
[ToggleUI] _ReceiveShadows("Receive Shadows", Float) = 1.0
// Editmode props
_QueueOffset("Queue offset", Float) = 0.0
// ObsoleteProperties
[HideInInspector] _MainTex("BaseMap", 2D) = "white" {}
[HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1)
[HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0
[HideInInspector] _Glossiness("Smoothness", Float) = 0.0
[HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0
[HideInInspector][NoScaleOffset]unity_Lightmaps("unity_Lightmaps", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_LightmapsInd("unity_LightmapsInd", 2DArray) = "" {}
[HideInInspector][NoScaleOffset]unity_ShadowMasks("unity_ShadowMasks", 2DArray) = "" {}
}
SubShader
{
// Universal Pipeline tag is required. If Universal render pipeline is not set in the graphics settings
// this Subshader will fail. One can add a subshader below or fallback to Standard built-in to make this
// material work with both Universal Render Pipeline and Builtin Unity Pipeline
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
"UniversalMaterialType" = "Lit"
"IgnoreProjector" = "True"
}
LOD 300
HLSLINCLUDE
StructuredBuffer<float4x4> _MatricesArray;
void transform_vertex(inout float3 position, inout float3 normal, uint instanceId)
{
float4x4 mat = _MatricesArray[instanceId];
position = mul(mat, float4(position, 1.0)).xyz;
normal = normalize(mul((float3x3)mat, normal));
}
ENDHLSL
// ------------------------------------------------------------------
// Forward pass. Shades all light in a single pass. GI + emission + Fog
Pass
{
// Lightmode matches the ShaderPassName set in UniversalRenderPipeline.cs. SRPDefaultUnlit and passes with
// no LightMode tag are also rendered by Universal Render Pipeline
Name "ForwardLit"
Tags
{
"LightMode" = "UniversalForward"
}
// -------------------------------------
// Render State Commands
Blend[_SrcBlend][_DstBlend], [_SrcBlendAlpha][_DstBlendAlpha]
ZWrite[_ZWrite]
Cull[_Cull]
AlphaToMask[_AlphaToMask]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex LitPassVertexGpuInstaincing
#pragma fragment LitPassFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _NORMALMAP
#pragma shader_feature_local _PARALLAXMAP
#pragma shader_feature_local _RECEIVE_SHADOWS_OFF
#pragma shader_feature_local _ _DETAIL_MULX2 _DETAIL_SCALED
#pragma shader_feature_local_fragment _SURFACE_TYPE_TRANSPARENT
#pragma shader_feature_local_fragment _ALPHATEST_ON
#pragma shader_feature_local_fragment _ _ALPHAPREMULTIPLY_ON _ALPHAMODULATE_ON
#pragma shader_feature_local_fragment _EMISSION
#pragma shader_feature_local_fragment _METALLICSPECGLOSSMAP
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
#pragma shader_feature_local_fragment _OCCLUSIONMAP
#pragma shader_feature_local_fragment _SPECULARHIGHLIGHTS_OFF
#pragma shader_feature_local_fragment _ENVIRONMENTREFLECTIONS_OFF
#pragma shader_feature_local_fragment _SPECULAR_SETUP
// -------------------------------------
// Universal Pipeline keywords
#pragma multi_compile _ _MAIN_LIGHT_SHADOWS _MAIN_LIGHT_SHADOWS_CASCADE _MAIN_LIGHT_SHADOWS_SCREEN
#pragma multi_compile _ _ADDITIONAL_LIGHTS_VERTEX _ADDITIONAL_LIGHTS
#pragma multi_compile _ EVALUATE_SH_MIXED EVALUATE_SH_VERTEX
#pragma multi_compile_fragment _ _ADDITIONAL_LIGHT_SHADOWS
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BLENDING
#pragma multi_compile_fragment _ _REFLECTION_PROBE_BOX_PROJECTION
#pragma multi_compile_fragment _ _SHADOWS_SOFT _SHADOWS_SOFT_LOW _SHADOWS_SOFT_MEDIUM _SHADOWS_SOFT_HIGH
#pragma multi_compile_fragment _ _SCREEN_SPACE_OCCLUSION
#pragma multi_compile_fragment _ _DBUFFER_MRT1 _DBUFFER_MRT2 _DBUFFER_MRT3
#pragma multi_compile_fragment _ _LIGHT_COOKIES
#pragma multi_compile _ _LIGHT_LAYERS
#pragma multi_compile _ _FORWARD_PLUS
#include_with_pragmas "Packages/com.unity.render-pipelines.core/ShaderLibrary/FoveatedRenderingKeywords.hlsl"
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/RenderingLayers.hlsl"
// -------------------------------------
// Unity defined keywords
#pragma multi_compile _ LIGHTMAP_SHADOW_MIXING
#pragma multi_compile _ SHADOWS_SHADOWMASK
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
#pragma multi_compile_fog
#pragma multi_compile_fragment _ DEBUG_DISPLAY
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#pragma instancing_options renderinglayer
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl"
#define UNITY_INDIRECT_DRAW_ARGS IndirectDrawIndexedArgs
#include "UnityIndirect.cginc"
Varyings LitPassVertexGpuInstaincing(Attributes input, uint instanceID : SV_InstanceID)
{
InitIndirectDrawArgs(0);
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
transform_vertex(input.positionOS.xyz, input.normalOS.xyz, instanceID);
input.tangentOS.xyz = normalize(mul((float3x3)_MatricesArray[instanceID], input.tangentOS.xyz));
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
// normalWS and tangentWS already normalize.
// this is required to avoid skewing the direction during interpolation
// also required for per-vertex lighting and SH evaluation
VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS);
half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS);
half fogFactor = 0;
#if !defined(_FOG_FRAGMENT)
fogFactor = ComputeFogFactor(vertexInput.positionCS.z);
#endif
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
// already normalized from normal transform to WS.
output.normalWS = normalInput.normalWS;
#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR) || defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
real sign = input.tangentOS.w * GetOddNegativeScale();
half4 tangentWS = half4(normalInput.tangentWS.xyz, sign);
#endif
#if defined(REQUIRES_WORLD_SPACE_TANGENT_INTERPOLATOR)
output.tangentWS = tangentWS;
#endif
#if defined(REQUIRES_TANGENT_SPACE_VIEW_DIR_INTERPOLATOR)
half3 viewDirWS = GetWorldSpaceNormalizeViewDir(vertexInput.positionWS);
half3 viewDirTS = GetViewDirectionTangentSpace(tangentWS, output.normalWS, viewDirWS);
output.viewDirTS = viewDirTS;
#endif
OUTPUT_LIGHTMAP_UV(input.staticLightmapUV, unity_LightmapST, output.staticLightmapUV);
#ifdef DYNAMICLIGHTMAP_ON
output.dynamicLightmapUV = input.dynamicLightmapUV.xy * unity_DynamicLightmapST.xy + unity_DynamicLightmapST.zw;
#endif
OUTPUT_SH(output.normalWS.xyz, output.vertexSH);
#ifdef _ADDITIONAL_LIGHTS_VERTEX
output.fogFactorAndVertexLight = half4(fogFactor, vertexLight);
#else
output.fogFactor = fogFactor;
#endif
#if defined(REQUIRES_WORLD_SPACE_POS_INTERPOLATOR)
output.positionWS = vertexInput.positionWS;
#endif
#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR)
output.shadowCoord = GetShadowCoord(vertexInput);
#endif
output.positionCS = vertexInput.positionCS;
return output;
}
ENDHLSL
}
Pass
{
Name "ShadowCaster"
Tags
{
"LightMode" = "ShadowCaster"
}
// -------------------------------------
// Render State Commands
ZWrite On
ZTest LEqual
ColorMask 0
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex ShadowPassVertexByGpuInstancing
#pragma fragment ShadowPassFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Universal Pipeline keywords
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
// This is used during shadow map generation to differentiate between directional and punctual light shadows, as they use different formulas to apply Normal Bias
#pragma multi_compile_vertex _ _CASTING_PUNCTUAL_LIGHT_SHADOW
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/ShadowCasterPass.hlsl"
#define UNITY_INDIRECT_DRAW_ARGS IndirectDrawIndexedArgs
#include "UnityIndirect.cginc"
Varyings ShadowPassVertexByGpuInstancing(Attributes input, uint instanceID : SV_InstanceID)
{
InitIndirectDrawArgs(0);
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_TRANSFER_INSTANCE_ID(input, output);
#if defined(_ALPHATEST_ON)
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
#endif
transform_vertex(input.positionOS.xyz, input.normalOS.xyz, instanceID);
output.positionCS = GetShadowPositionHClip(input);
return output;
}
ENDHLSL
}
Pass
{
Name "DepthOnly"
Tags
{
"LightMode" = "DepthOnly"
}
// -------------------------------------
// Render State Commands
ZWrite On
ColorMask R
Cull[_Cull]
HLSLPROGRAM
#pragma target 2.0
// -------------------------------------
// Shader Stages
#pragma vertex DepthOnlyVertex_
#pragma fragment DepthOnlyFragment
// -------------------------------------
// Material Keywords
#pragma shader_feature_local _ALPHATEST_ON
#pragma shader_feature_local_fragment _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
// -------------------------------------
// Unity defined keywords
#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
//--------------------------------------
// GPU Instancing
#pragma multi_compile_instancing
#include_with_pragmas "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DOTS.hlsl"
// -------------------------------------
// Includes
#include "Packages/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl"
#include "Packages/com.unity.render-pipelines.universal/Shaders/DepthOnlyPass.hlsl"
#define UNITY_INDIRECT_DRAW_ARGS IndirectDrawIndexedArgs
#include "UnityIndirect.cginc"
Varyings DepthOnlyVertex_(Attributes input, uint instanceID : SV_InstanceID)
{
InitIndirectDrawArgs(0);
Varyings output = (Varyings)0;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float3 _ = float3(0, 0, 1);
transform_vertex(input.position.xyz, _, instanceID);
#if defined(_ALPHATEST_ON)
output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap);
#endif
output.positionCS = TransformObjectToHClip(input.position.xyz);
return output;
}
ENDHLSL
}
}
FallBack "Hidden/Universal Render Pipeline/FallbackError"
CustomEditor "UnityEditor.Rendering.Universal.ShaderGUI.LitShader"
}
そういえばBoundsの座標に応じて表示座標がずれる問題があったのを思い出した 💭
Matrix4x4
計算側で解決するべきか、Shader側で解決するべきか 🤔
Shader側でBoundsの中心座標分をずらす方向で解決した。
ここのコードでBoundsの中心座標分ずらした。
StructuredBuffer<float4x4> _MatricesArray;
half3 _BoundsOffset;
void transform_vertex(inout float3 position, inout float3 normal, uint instanceId)
{
float4x4 mat = _MatricesArray[instanceId];
position = mul(mat, float4(position, 1.0)).xyz - _BoundsOffset; // ← Boundsの中心座標分ずらす
normal = normalize(mul((float3x3)mat, normal));
}
RenderMeshIndirect
の呼び出し周りの整理もできてきた。
開発中コンテンツで書いたコードなので、雑にまとめる。
// DataBufferの生成
private static GraphicsBuffer CreateDataBuffer(int instanceCount)
{
return new GraphicsBuffer(
GraphicsBuffer.Target.Structured, instanceCount,
Marshal.SizeOf(typeof(Matrix4x4))
);
}
// ArgsBufferの生成
private static GraphicsBuffer CreateDrawArgsBuffer(Mesh mesh, int instanceCount)
{
var drawArgsBuffer = new GraphicsBuffer(
GraphicsBuffer.Target.IndirectArguments,
1,
GraphicsBuffer.IndirectDrawIndexedArgs.size
);
var commandData = new GraphicsBuffer.IndirectDrawIndexedArgs[1];
commandData[0] = new GraphicsBuffer.IndirectDrawIndexedArgs
{
indexCountPerInstance = mesh.GetIndexCount(0),
instanceCount = (uint)instanceCount,
startIndex = mesh.GetIndexStart(0),
baseVertexIndex = mesh.GetBaseVertex(0),
};
drawArgsBuffer.SetData(commandData);
return drawArgsBuffer;
}
// 描画
public void Draw()
{
_dataBuffer.SetData(_matricesArray);
_material.SetVector(_boundsCenterId, _bounds.center);
var renderParams = new RenderParams(_material)
{
receiveShadows = _receiveShadows,
shadowCastingMode = _shadowCastingMode,
worldBounds = _bounds
};
Graphics.RenderMeshIndirect(
renderParams,
_mesh,
_agsBuffer
);
}
一通り動作するところまでの実装が完成した。
これにてRenderMeshIndirectの調査を終了とします。
ちゃんとしたまとめはどこかしらで書くかも 💭