Boat Attack使用了Universal RP的许多新图形功能,可以用于探索 Universal RP 的使用方式和技巧。
您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 

140 行
6.1 KiB

using System;
using System.Collections.Generic;
namespace UnityEngine.Experimental.Rendering.RenderGraphModule
{
/// <summary>
/// Use this struct to set up a new Render Pass.
/// </summary>
public struct RenderGraphBuilder : IDisposable
{
RenderGraph.RenderPass m_RenderPass;
RenderGraphResourceRegistry m_Resources;
bool m_Disposed;
#region Public Interface
/// <summary>
/// Specify that the pass will use a Texture resource as a color render target.
/// This has the same effect as WriteTexture and also automatically sets the Texture to use as a render target.
/// </summary>
/// <param name="input">The Texture resource to use as a color render target.</param>
/// <param name="index">Index for multiple render target usage.</param>
/// <returns>An updated resource handle to the input resource.</returns>
public RenderGraphMutableResource UseColorBuffer(in RenderGraphMutableResource input, int index)
{
if (input.type != RenderGraphResourceType.Texture)
throw new ArgumentException("Trying to write to a resource that is not a texture or is invalid.");
m_RenderPass.SetColorBuffer(input, index);
m_Resources.UpdateTextureFirstWrite(input, m_RenderPass.index);
return input;
}
/// <summary>
/// Specify that the pass will use a Texture resource as a depth buffer.
/// </summary>
/// <param name="input">The Texture resource to use as a depth buffer during the pass.</param>
/// <param name="flags">Specify the access level for the depth buffer. This allows you to say whether you will read from or write to the depth buffer, or do both.</param>
/// <returns>An updated resource handle to the input resource.</returns>
public RenderGraphMutableResource UseDepthBuffer(in RenderGraphMutableResource input, DepthAccess flags)
{
if (input.type != RenderGraphResourceType.Texture)
throw new ArgumentException("Trying to write to a resource that is not a texture or is invalid.");
m_RenderPass.SetDepthBuffer(input, flags);
if ((flags | DepthAccess.Read) != 0)
m_Resources.UpdateTextureLastRead(input, m_RenderPass.index);
if ((flags | DepthAccess.Write) != 0)
m_Resources.UpdateTextureFirstWrite(input, m_RenderPass.index);
return input;
}
/// <summary>
/// Specify a Texture resource to read from during the pass.
/// </summary>
/// <param name="input">The Texture resource to read from during the pass.</param>
/// <returns>An updated resource handle to the input resource.</returns>
public RenderGraphResource ReadTexture(in RenderGraphResource input)
{
if (input.type != RenderGraphResourceType.Texture)
throw new ArgumentException("Trying to read a resource that is not a texture or is invalid.");
m_RenderPass.resourceReadList.Add(input);
m_Resources.UpdateTextureLastRead(input, m_RenderPass.index);
return input;
}
/// <summary>
/// Specify a Texture resource to write to during the pass.
/// </summary>
/// <param name="input">The Texture resource to write to during the pass.</param>
/// <returns>An updated resource handle to the input resource.</returns>
public RenderGraphMutableResource WriteTexture(in RenderGraphMutableResource input)
{
if (input.type != RenderGraphResourceType.Texture)
throw new ArgumentException("Trying to write to a resource that is not a texture or is invalid.");
// TODO: Manage resource "version" for debugging purpose
m_RenderPass.resourceWriteList.Add(input);
m_Resources.UpdateTextureFirstWrite(input, m_RenderPass.index);
return input;
}
/// <summary>
/// Specify a Renderer List resource to use during the pass.
/// </summary>
/// <param name="input">The Renderer List resource to use during the pass.</param>
/// <returns>An updated resource handle to the input resource.</returns>
public RenderGraphResource UseRendererList(in RenderGraphResource input)
{
if (input.type != RenderGraphResourceType.RendererList)
throw new ArgumentException("Trying use a resource that is not a renderer list.");
m_RenderPass.usedRendererListList.Add(input);
return input;
}
/// <summary>
/// Specify the render function to use for this pass.
/// A call to this is mandatory for the pass to be valid.
/// </summary>
/// <typeparam name="PassData">The Type of the class that provides data to the Render Pass.</typeparam>
/// <param name="renderFunc">Render function for the pass.</param>
public void SetRenderFunc<PassData>(RenderFunc<PassData> renderFunc) where PassData : class, new()
{
((RenderGraph.RenderPass<PassData>)m_RenderPass).renderFunc = renderFunc;
}
/// <summary>
/// Enable asynchronous compute for this pass.
/// </summary>
/// <param name="value">Set to true to enable asynchronous compute.</param>
public void EnableAsyncCompute(bool value)
{
m_RenderPass.enableAsyncCompute = value;
}
/// <summary>
/// Dispose the RenderGraphBuilder instance.
/// </summary>
public void Dispose()
{
Dispose(true);
}
#endregion
#region Internal Interface
internal RenderGraphBuilder(RenderGraph.RenderPass renderPass, RenderGraphResourceRegistry resources)
{
m_RenderPass = renderPass;
m_Resources = resources;
m_Disposed = false;
}
void Dispose(bool disposing)
{
if (m_Disposed)
return;
m_Disposed = true;
}
#endregion
}
}