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【Unity】URPでのRenderMeshIndirect調査メモ

ShitakamiShitakami

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。

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
ShitakamiShitakami

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。

ShitakamiShitakami

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"
}

参考にした記事 : 【Unity2018】LWRP対応のGPU Instancingパーティクルを作る

ShitakamiShitakami

↑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】

ShitakamiShitakami

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"
}
ShitakamiShitakami

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 🤔

ShitakamiShitakami

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));
        }
ShitakamiShitakami

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
            );
        }
ShitakamiShitakami

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 💭

このスクラップは2ヶ月前にクローズされました