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。
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using System;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public class MyLWRenderer : MonoBehaviour, IRendererSetup
{
private DepthOnlyPass m_DepthOnlyPass;
private DirectionalShadowsPass m_DirectionalShadowPass;
private LocalShadowsPass m_LocalShadowPass;
private SetupForwardRenderingPass m_SetupForwardRenderingPass;
private ScreenSpaceShadowResolvePass m_ScreenSpaceShadowResovePass;
private CreateLightweightRenderTexturesPass m_CreateLightweightRenderTexturesPass;
private BeginXRRenderingPass m_BeginXrRenderingPass;
private SetupLightweightConstanstPass m_SetupLightweightConstants;
private RenderOpaqueForwardPass m_RenderOpaqueForwardPass;
private OpaquePostProcessPass m_OpaquePostProcessPass;
private DrawSkyboxPass m_DrawSkyboxPass;
private CopyDepthPass m_CopyDepthPass;
private CopyColorPass m_CopyColorPass;
private RenderTransparentForwardPass m_RenderTransparentForwardPass;
private TransparentPostProcessPass m_TransparentPostProcessPass;
private FinalBlitPass m_FinalBlitPass;
private EndXRRenderingPass m_EndXrRenderingPass;
private WaterFXPass m_WaterFXPass;
#if UNITY_EDITOR
private SceneViewDepthCopyPass m_SceneViewDepthCopyPass;
#endif
private RenderTargetHandle Color;
private RenderTargetHandle DepthAttachment;
private RenderTargetHandle DepthTexture;
private RenderTargetHandle OpaqueColor;
private RenderTargetHandle DirectionalShadowmap;
private RenderTargetHandle LocalShadowmap;
private RenderTargetHandle ScreenSpaceShadowmap;
[NonSerialized]
private bool m_Initialized = false;
public bool m_addToSceneCamera = true;
private void Init(LightweightForwardRenderer renderer)
{
if (m_Initialized)
return;
// Add this custom renderer component to the scene camera(I'm not looking at removing so could cause issues)
if(m_addToSceneCamera)
{
Object[] cameras = Resources.FindObjectsOfTypeAll(typeof(Camera));
for (var i = 0; i < cameras.Length; i++)
{
Camera cam = cameras[i] as Camera;
if(cam.cameraType == CameraType.SceneView)
{
if(cam.gameObject.GetComponent(this.GetType()) == null)
{
cam.gameObject.AddComponent(this.GetType());
}
}
}
}
m_DepthOnlyPass = new DepthOnlyPass();
m_DirectionalShadowPass = new DirectionalShadowsPass();
m_LocalShadowPass = new LocalShadowsPass();
m_SetupForwardRenderingPass = new SetupForwardRenderingPass();
m_ScreenSpaceShadowResovePass = new ScreenSpaceShadowResolvePass(renderer.GetMaterial(MaterialHandles.ScrenSpaceShadow));
m_CreateLightweightRenderTexturesPass = new CreateLightweightRenderTexturesPass();
m_BeginXrRenderingPass = new BeginXRRenderingPass();
m_SetupLightweightConstants = new SetupLightweightConstanstPass();
m_RenderOpaqueForwardPass = new RenderOpaqueForwardPass(renderer.GetMaterial(MaterialHandles.Error));
m_OpaquePostProcessPass = new OpaquePostProcessPass();
m_DrawSkyboxPass = new DrawSkyboxPass();
m_CopyDepthPass = new CopyDepthPass(renderer.GetMaterial(MaterialHandles.DepthCopy));
m_CopyColorPass = new CopyColorPass(renderer.GetMaterial(MaterialHandles.Sampling));
m_RenderTransparentForwardPass = new RenderTransparentForwardPass(renderer.GetMaterial(MaterialHandles.Error));
m_TransparentPostProcessPass = new TransparentPostProcessPass();
m_FinalBlitPass = new FinalBlitPass(renderer.GetMaterial(MaterialHandles.Blit));
m_EndXrRenderingPass = new EndXRRenderingPass();
m_WaterFXPass = new WaterFXPass();
#if UNITY_EDITOR
m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(renderer.GetMaterial(MaterialHandles.DepthCopy));
#endif
// RenderTexture format depends on camera and pipeline (HDR, non HDR, etc)
// Samples (MSAA) depend on camera and pipeline
Color.Init("_CameraColorTexture");
DepthAttachment.Init("_CameraDepthAttachment");
DepthTexture.Init("_CameraDepthTexture");
OpaqueColor.Init("_CameraOpaqueTexture");
DirectionalShadowmap.Init("_DirectionalShadowmapTexture");
LocalShadowmap.Init("_LocalShadowmapTexture");
ScreenSpaceShadowmap.Init("_ScreenSpaceShadowMapTexture");
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 = LightweightForwardRenderer.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)
{
m_DirectionalShadowPass.Setup(DirectionalShadowmap);
renderer.EnqueuePass(m_DirectionalShadowPass);
}
if (renderingData.shadowData.renderLocalShadows)
{
m_LocalShadowPass.Setup(LocalShadowmap, renderer.maxVisibleLocalLights);
renderer.EnqueuePass(m_LocalShadowPass);
}
renderer.EnqueuePass(m_SetupForwardRenderingPass);
if (requiresDepthPrepass)
{
m_DepthOnlyPass.Setup(baseDescriptor, DepthTexture, SampleCount.One);
renderer.EnqueuePass(m_DepthOnlyPass);
}
if (renderingData.shadowData.renderDirectionalShadows &&
renderingData.shadowData.requiresScreenSpaceShadowResolve)
{
m_ScreenSpaceShadowResovePass.Setup(baseDescriptor, ScreenSpaceShadowmap);
renderer.EnqueuePass(m_ScreenSpaceShadowResovePass);
}
bool requiresDepthAttachment = requiresCameraDepth && !requiresDepthPrepass;
bool requiresColorAttachment =
LightweightForwardRenderer.RequiresIntermediateColorTexture(
ref renderingData.cameraData,
baseDescriptor,
requiresDepthAttachment);
RenderTargetHandle colorHandle = (requiresColorAttachment) ? Color : RenderTargetHandle.CameraTarget;
RenderTargetHandle depthHandle = (requiresDepthAttachment) ? DepthAttachment : RenderTargetHandle.CameraTarget;
var sampleCount = (SampleCount) renderingData.cameraData.msaaSamples;
m_CreateLightweightRenderTexturesPass.Setup(baseDescriptor, colorHandle, depthHandle, sampleCount);
renderer.EnqueuePass(m_CreateLightweightRenderTexturesPass);
if (renderingData.cameraData.isStereoEnabled)
renderer.EnqueuePass(m_BeginXrRenderingPass);
Camera camera = renderingData.cameraData.camera;
bool dynamicBatching = renderingData.supportsDynamicBatching;
RendererConfiguration rendererConfiguration = LightweightForwardRenderer.GetRendererConfiguration(renderingData.lightData.totalAdditionalLightsCount);
m_SetupLightweightConstants.Setup(renderer.maxVisibleLocalLights, renderer.perObjectLightIndices);
renderer.EnqueuePass(m_SetupLightweightConstants);
m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, LightweightForwardRenderer.GetCameraClearFlag(camera), camera.backgroundColor, rendererConfiguration,dynamicBatching);
renderer.EnqueuePass(m_RenderOpaqueForwardPass);
if (renderingData.cameraData.postProcessEnabled &&
renderingData.cameraData.postProcessLayer.HasOpaqueOnlyEffects(renderer.postProcessRenderContext))
{
m_OpaquePostProcessPass.Setup(renderer.postProcessRenderContext, baseDescriptor, colorHandle);
renderer.EnqueuePass(m_OpaquePostProcessPass);
}
if (camera.clearFlags == CameraClearFlags.Skybox)
renderer.EnqueuePass(m_DrawSkyboxPass);
if (depthHandle != RenderTargetHandle.CameraTarget)
{
m_CopyDepthPass.Setup(depthHandle, DepthTexture);
renderer.EnqueuePass(m_CopyDepthPass);
}
if (renderingData.cameraData.requiresOpaqueTexture)
{
m_CopyColorPass.Setup(colorHandle, OpaqueColor);
renderer.EnqueuePass(m_CopyColorPass);
}
renderer.EnqueuePass(m_WaterFXPass);
m_RenderTransparentForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, ClearFlag.None, camera.backgroundColor, rendererConfiguration, dynamicBatching);
renderer.EnqueuePass(m_RenderTransparentForwardPass);
if (renderingData.cameraData.postProcessEnabled)
{
m_TransparentPostProcessPass.Setup(renderer.postProcessRenderContext, baseDescriptor, colorHandle);
renderer.EnqueuePass(m_TransparentPostProcessPass);
}
else if (!renderingData.cameraData.isOffscreenRender && colorHandle != RenderTargetHandle.CameraTarget)
{
m_FinalBlitPass.Setup(baseDescriptor, colorHandle);
renderer.EnqueuePass(m_FinalBlitPass);
}
if (renderingData.cameraData.isStereoEnabled)
{
renderer.EnqueuePass(m_EndXrRenderingPass);
}
#if UNITY_EDITOR
if (renderingData.cameraData.isSceneViewCamera)
{
m_SceneViewDepthCopyPass.Setup(DepthTexture);
renderer.EnqueuePass(m_SceneViewDepthCopyPass);
}
#endif
}
}
}