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Fix scene view gizmos (workaround till LW gets the real fix)

/main
Tim Cooper 7 年前
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78dd04dc
共有 1 个文件被更改,包括 39 次插入9 次删除
  1. 48
      Assets/Scripts/Rendering/MyLWRenderer.cs

48
Assets/Scripts/Rendering/MyLWRenderer.cs


namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public class SceneViewDepthCopyPassCustom : ScriptableRenderPass
{
private RenderTargetHandle source { get; set; }
public SceneViewDepthCopyPassCustom(LightweightForwardRenderer renderer) : base(renderer)
{}
public void Setup(RenderTargetHandle source)
{
this.source = source;
}
public override void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData)
{
// Restore Render target for additional editor rendering.
// Note: Scene view camera always perform depth prepass
CommandBuffer cmd = CommandBufferPool.Get("Copy Depth to Camera");
CoreUtils.SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget);
cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier());
cmd.EnableShaderKeyword(LightweightKeywordStrings.DepthNoMsaa);
cmd.DisableShaderKeyword(LightweightKeywordStrings.DepthMsaa2);
cmd.DisableShaderKeyword(LightweightKeywordStrings.DepthMsaa4);
cmd.Blit(source.Identifier(), BuiltinRenderTextureType.CameraTarget, renderer.GetMaterial(MaterialHandles.DepthCopy));
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
/// <summary>
/// A Custom tweaking of the LWRP using the passes system, in this example a 'WaterFXPass' is added
/// </summary>

private EndXRRenderingPass m_EndXrRenderingPass;
#if UNITY_EDITOR
private SceneViewDepthCopyPass m_SceneViewDepthCopyPass;
private SceneViewDepthCopyPassCustom m_SceneViewDepthCopyPass;
#endif
private WaterFXPass m_WaterFXPass;

m_WaterFXPass = new WaterFXPass(renderer);
#if UNITY_EDITOR
m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(renderer);
m_SceneViewDepthCopyPass = new SceneViewDepthCopyPassCustom(renderer);
#endif
// RenderTexture format depends on camera and pipeline (HDR, non HDR, etc)

renderer.EnqueuePass(m_EndXrRenderingPass);
}
// #if UNITY_EDITOR
// if (renderingData.cameraData.isSceneViewCamera)
// {
// m_SceneViewDepthCopyPass.Setup(DepthTexture);
// renderer.EnqueuePass(m_SceneViewDepthCopyPass);
// }
// #endif
#if UNITY_EDITOR
if (renderingData.cameraData.isSceneViewCamera)
{
m_SceneViewDepthCopyPass.Setup(DepthTexture);
renderer.EnqueuePass(m_SceneViewDepthCopyPass);
}
#endif
}
}
}
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