浏览代码

add LW Renderer

/main
Tim Cooper 6 年前
当前提交
8baca378
共有 2 个文件被更改,包括 199 次插入0 次删除
  1. 188
      Assets/MyLWRenderer.cs
  2. 11
      Assets/MyLWRenderer.cs.meta

188
Assets/MyLWRenderer.cs


using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.LightweightPipeline;
using UnityEngine.Rendering;
public class MyLWRenderer : MonoBehaviour, IRendererSetup
{
private DepthOnlyPass m_DepthOnlyPass;
private DirectionalShadowsPass m_DirectionalShadowPass;
private LocalShadowsPass m_LocalShadowPass;
private SetupForwardRendering m_SetupForwardRendering;
private ScreenSpaceShadowResolvePass m_ScreenSpaceShadowResovePass;
private ConfigureForwardRTs m_ConfigureForwardRTs;
private BeginXRRendering m_BeginXrRendering;
private RenderOpaqueForward m_RenderOpaqueForward;
private OpaquePostProcessPass m_OpaquePostProcessPass;
private CopyDepthPass m_CopyDepthPass;
private CopyColorPass m_CopyColorPass;
private RenderTransparentForward m_RenderTransparentForward;
private TransparentPostProcessPass m_TransparentPostProcessPass;
private FinalBlitPass m_FinalBlitPass;
private EndXRRendering m_EndXrRendering;
[NonSerialized]
private LightweightForwardRenderer m_Renderer;
[NonSerialized]
private bool m_Initialized = false;
private void Init(LightweightForwardRenderer renderer)
{
if (m_Initialized)
return;
m_DepthOnlyPass = new DepthOnlyPass(renderer);
m_DirectionalShadowPass = new DirectionalShadowsPass(renderer);
m_LocalShadowPass = new LocalShadowsPass(renderer);
m_SetupForwardRendering = new SetupForwardRendering(renderer);
m_ScreenSpaceShadowResovePass = new ScreenSpaceShadowResolvePass(renderer);
m_ConfigureForwardRTs = new ConfigureForwardRTs(renderer);
m_BeginXrRendering = new BeginXRRendering(renderer);
m_RenderOpaqueForward = new RenderOpaqueForward(renderer);
m_OpaquePostProcessPass = new OpaquePostProcessPass(renderer);
m_CopyDepthPass = new CopyDepthPass(renderer);
m_CopyColorPass = new CopyColorPass(renderer);
m_RenderTransparentForward = new RenderTransparentForward(renderer);
m_TransparentPostProcessPass = new TransparentPostProcessPass(renderer);
m_FinalBlitPass = new FinalBlitPass(renderer);
m_EndXrRendering = new EndXRRendering(renderer);
m_Renderer = renderer;
m_Initialized = true;
}
public void Setup(LightweightForwardRenderer renderer, ref ScriptableRenderContext context,
ref CullResults cullResults, ref RenderingData renderingData)
{
Init(renderer);
renderer.Clear();
renderer.SetupPerObjectLightIndices(ref cullResults, ref renderingData.lightData);
RenderTextureDescriptor baseDescriptor = renderer.CreateRTDesc(ref renderingData.cameraData);
RenderTextureDescriptor shadowDescriptor = baseDescriptor;
shadowDescriptor.dimension = TextureDimension.Tex2D;
bool requiresCameraDepth = renderingData.cameraData.requiresDepthTexture;
bool requiresDepthPrepass = renderingData.shadowData.requiresScreenSpaceShadowResolve ||
renderingData.cameraData.isSceneViewCamera ||
(requiresCameraDepth &&
!LightweightForwardRenderer.CanCopyDepth(ref renderingData.cameraData));
// For now VR requires a depth prepass until we figure out how to properly resolve texture2DMS in stereo
requiresDepthPrepass |= renderingData.cameraData.isStereoEnabled;
if (renderingData.shadowData.renderDirectionalShadows)
renderer.EnqueuePass(m_DirectionalShadowPass);
if (renderingData.shadowData.renderLocalShadows)
renderer.EnqueuePass(m_LocalShadowPass);
renderer.EnqueuePass(m_SetupForwardRendering);
if (requiresDepthPrepass)
{
m_DepthOnlyPass.Setup(baseDescriptor, RenderTargetHandles.DepthTexture, SampleCount.One);
renderer.EnqueuePass(m_DepthOnlyPass);
}
if (renderingData.shadowData.renderDirectionalShadows &&
renderingData.shadowData.requiresScreenSpaceShadowResolve)
{
m_ScreenSpaceShadowResovePass.Setup(baseDescriptor, RenderTargetHandles.ScreenSpaceShadowmap);
renderer.EnqueuePass(m_ScreenSpaceShadowResovePass);
}
bool requiresDepthAttachment = requiresCameraDepth && !requiresDepthPrepass;
bool requiresColorAttachment =
LightweightForwardRenderer.RequiresIntermediateColorTexture(
ref renderingData.cameraData,
baseDescriptor,
requiresDepthAttachment);
RenderTargetHandle colorHandle = (requiresColorAttachment) ? RenderTargetHandles.Color : RenderTargetHandle.BackBuffer;
RenderTargetHandle depthHandle = (requiresDepthAttachment) ? RenderTargetHandles.DepthAttachment : RenderTargetHandle.BackBuffer;
var sampleCount = (SampleCount) renderingData.cameraData.msaaSamples;
m_ConfigureForwardRTs.Setup(baseDescriptor, colorHandle, depthHandle, sampleCount);
renderer.EnqueuePass(m_ConfigureForwardRTs);
if (renderingData.cameraData.isStereoEnabled)
renderer.EnqueuePass(m_BeginXrRendering);
Camera camera = renderingData.cameraData.camera;
bool dynamicBatching = renderingData.supportsDynamicBatching;
RendererConfiguration rendererConfiguration = GetRendererConfiguration(renderingData.lightData.totalAdditionalLightsCount);
m_RenderOpaqueForward.Setup(baseDescriptor, colorHandle, depthHandle, GetCameraClearFlag(camera), camera.backgroundColor, rendererConfiguration, dynamicBatching);
renderer.EnqueuePass(m_RenderOpaqueForward);
if (renderingData.cameraData.postProcessEnabled &&
renderingData.cameraData.postProcessLayer.HasOpaqueOnlyEffects(renderer.postProcessRenderContext))
{
m_OpaquePostProcessPass.Setup(baseDescriptor, colorHandle);
renderer.EnqueuePass(m_OpaquePostProcessPass);
}
if (depthHandle != RenderTargetHandle.BackBuffer)
{
m_CopyDepthPass.Setup(depthHandle);
renderer.EnqueuePass(m_CopyDepthPass);
}
if (renderingData.cameraData.requiresOpaqueTexture)
{
m_CopyColorPass.Setup(colorHandle);
renderer.EnqueuePass(m_CopyColorPass);
}
m_RenderTransparentForward.Setup(baseDescriptor, colorHandle, depthHandle, ClearFlag.None, camera.backgroundColor, rendererConfiguration, dynamicBatching);
renderer.EnqueuePass(m_RenderTransparentForward);
if (renderingData.cameraData.postProcessEnabled)
{
m_TransparentPostProcessPass.Setup(baseDescriptor, colorHandle);
renderer.EnqueuePass(m_TransparentPostProcessPass);
}
else if (!renderingData.cameraData.isOffscreenRender && colorHandle != RenderTargetHandle.BackBuffer)
{
m_FinalBlitPass.Setup(baseDescriptor, colorHandle);
renderer.EnqueuePass(m_FinalBlitPass);
}
if (renderingData.cameraData.isStereoEnabled)
{
renderer.EnqueuePass(m_EndXrRendering);
}
}
private static ClearFlag GetCameraClearFlag(Camera camera)
{
ClearFlag clearFlag = ClearFlag.None;
CameraClearFlags cameraClearFlags = camera.clearFlags;
if (cameraClearFlags != CameraClearFlags.Nothing)
{
clearFlag |= ClearFlag.Depth;
if (cameraClearFlags == CameraClearFlags.Color || cameraClearFlags == CameraClearFlags.Skybox)
clearFlag |= ClearFlag.Color;
}
return clearFlag;
}
RendererConfiguration GetRendererConfiguration(int localLightsCount)
{
RendererConfiguration configuration = RendererConfiguration.PerObjectReflectionProbes | RendererConfiguration.PerObjectLightmaps | RendererConfiguration.PerObjectLightProbe;
if (localLightsCount > 0)
{
if (m_Renderer.useComputeBufferForPerObjectLightIndices)
configuration |= RendererConfiguration.ProvideLightIndices;
else
configuration |= RendererConfiguration.PerObjectLightIndices8;
}
return configuration;
}
}

11
Assets/MyLWRenderer.cs.meta


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