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 UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
public class BoatRenderer : ScriptableRenderer
{
const int k_DepthStencilBufferBits = 32;
const string k_CreateCameraTextures = "Create Camera Texture";
ColorGradingLutPass m_ColorGradingLutPass;
DepthOnlyPass m_DepthPrepass;
MainLightShadowCasterPass m_MainLightShadowCasterPass;
PostProcessPass m_PostProcessPass;
PostProcessPass m_FinalPostProcessPass;
MainRenderPass m_MainRenderPass;
FinalBlitPass m_FinalBlitPass;
CopyColorPass m_CopyColorPass;
DrawObjectsPass m_RenderTransparentForwardPass;
#if UNITY_EDITOR
SceneViewDepthCopyPass m_SceneViewDepthCopyPass;
#endif
RenderTargetHandle m_ActiveCameraColorAttachment;
RenderTargetHandle m_ActiveCameraDepthAttachment;
public RenderTargetHandle m_CameraColorAttachment;
public RenderTargetHandle m_CameraDepthAttachment;
RenderTargetHandle m_AfterPostProcessColor;
RenderTargetHandle m_ColorGradingLut;
RenderTargetHandle m_OpaqueColor;
RenderTargetHandle m_DepthTexture;
ForwardLights m_ForwardLights;
public BoatRenderer(BoatRendererData data) : base(data)
{
Material blitMaterial = CoreUtils.CreateEngineMaterial(data.shaders.blitPS);
Material copyDepthMaterial = CoreUtils.CreateEngineMaterial(data.shaders.copyDepthPS);
Material samplingMaterial = CoreUtils.CreateEngineMaterial(data.shaders.samplingPS);
m_MainLightShadowCasterPass = new MainLightShadowCasterPass(RenderPassEvent.BeforeRenderingShadows);
m_DepthPrepass = new DepthOnlyPass(RenderPassEvent.BeforeRenderingPrepasses, RenderQueueRange.opaque, -1);
m_ColorGradingLutPass = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingOpaques, data.postProcessData);
m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing, data.postProcessData);
m_FinalPostProcessPass = new PostProcessPass(RenderPassEvent.AfterRenderingPostProcessing, data.postProcessData);
m_MainRenderPass = new MainRenderPass(RenderPassEvent.BeforeRenderingOpaques, data.caustics);
m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering, blitMaterial);
m_CopyColorPass = new CopyColorPass(RenderPassEvent.BeforeRenderingTransparents, samplingMaterial);
m_RenderTransparentForwardPass = new DrawObjectsPass("Render Transparents", false, RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent, -1, StencilState.defaultValue, 0);
#if UNITY_EDITOR
m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(RenderPassEvent.AfterRendering + 9, copyDepthMaterial);
#endif
// RenderTexture format depends on camera and pipeline (HDR, non HDR, etc)
// Samples (MSAA) depend on camera and pipeline
m_CameraColorAttachment.Init("_CameraColorTexture");
m_CameraDepthAttachment.Init("_CameraDepthAttachment");
m_AfterPostProcessColor.Init("_AfterPostProcessTexture");
m_OpaqueColor.Init("_CameraOpaqueTexture");
m_ColorGradingLut.Init("_InternalGradingLut");
m_DepthTexture.Init("_CameraDepthTexture");
m_ForwardLights = new ForwardLights();
}
public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData)
{
ref CameraData cameraData = ref renderingData.cameraData;
var cameraTargetDescriptor = cameraData.cameraTargetDescriptor;
bool mainLightShadows = m_MainLightShadowCasterPass.Setup(ref renderingData);
bool resolveShadowsInScreenSpace = mainLightShadows && renderingData.shadowData.requiresScreenSpaceShadowResolve;
// Depth prepass is generated in the following cases:
// - We resolve shadows in screen space
// - Scene view camera always requires a depth texture. We do a depth pre-pass to simplify it and it shouldn't matter much for editor.
// - If game or offscreen camera requires it we check if we can copy the depth from the rendering opaques pass and use that instead.
bool requiresDepthPrepass = renderingData.cameraData.isSceneViewCamera ||
(cameraData.requiresDepthTexture && (!CanCopyDepth(ref renderingData.cameraData)));
requiresDepthPrepass |= resolveShadowsInScreenSpace;
bool createColorTexture = RequiresIntermediateColorTexture(ref renderingData, cameraTargetDescriptor)
|| rendererFeatures.Count != 0;
// If camera requires depth and there's no depth pre-pass we create a depth texture that can be read
// later by effect requiring it.
bool createDepthTexture = cameraData.requiresDepthTexture && !requiresDepthPrepass;
bool postProcessEnabled = cameraData.postProcessEnabled;
bool requiresFinalPostProcessPass = postProcessEnabled &&
renderingData.cameraData.antialiasing == AntialiasingMode.FastApproximateAntialiasing;
m_ActiveCameraColorAttachment = (createColorTexture) ? m_CameraColorAttachment : RenderTargetHandle.CameraTarget;
m_ActiveCameraDepthAttachment = (createDepthTexture) ? m_CameraDepthAttachment : RenderTargetHandle.CameraTarget;
bool intermediateRenderTexture = createColorTexture || createDepthTexture;
if (intermediateRenderTexture)
CreateCameraRenderTarget(context, ref cameraData);
ConfigureCameraTarget(m_ActiveCameraColorAttachment.Identifier(), m_ActiveCameraDepthAttachment.Identifier());
for (int i = 0; i < rendererFeatures.Count; ++i)
{
rendererFeatures[i].AddRenderPasses(this, ref renderingData);
}
int count = activeRenderPassQueue.Count;
for (int i = count - 1; i >= 0; i--)
{
if (activeRenderPassQueue[i] == null)
activeRenderPassQueue.RemoveAt(i);
}
if (mainLightShadows)
EnqueuePass(m_MainLightShadowCasterPass);
if (postProcessEnabled)
{
m_ColorGradingLutPass.Setup(m_ColorGradingLut);
EnqueuePass(m_ColorGradingLutPass);
}
m_MainRenderPass.renderer = this;
EnqueuePass(m_MainRenderPass);
if (renderingData.cameraData.requiresOpaqueTexture)
{
// TODO: Downsampling method should be store in the renderer isntead of in the asset.
// We need to migrate this data to renderer. For now, we query the method in the active asset.
Downsampling downsamplingMethod = UniversalRenderPipeline.asset.opaqueDownsampling;
m_CopyColorPass.Setup(m_ActiveCameraColorAttachment.Identifier(), m_OpaqueColor, downsamplingMethod);
EnqueuePass(m_CopyColorPass);
}
EnqueuePass(m_RenderTransparentForwardPass);
if (postProcessEnabled)
{
if (requiresFinalPostProcessPass)
{
m_PostProcessPass.Setup(cameraTargetDescriptor, m_ActiveCameraColorAttachment, m_AfterPostProcessColor, m_ActiveCameraDepthAttachment, m_ColorGradingLut);
EnqueuePass(m_PostProcessPass);
m_FinalPostProcessPass.SetupFinalPass(m_AfterPostProcessColor);
EnqueuePass(m_FinalPostProcessPass);
}
else
{
m_PostProcessPass.Setup(cameraTargetDescriptor, m_ActiveCameraColorAttachment, RenderTargetHandle.CameraTarget, m_ActiveCameraDepthAttachment, m_ColorGradingLut);
EnqueuePass(m_PostProcessPass);
}
}
else if (m_ActiveCameraColorAttachment != RenderTargetHandle.CameraTarget)
{
m_FinalBlitPass.Setup(cameraTargetDescriptor, m_ActiveCameraColorAttachment);
EnqueuePass(m_FinalBlitPass);
}
}
public override void SetupLights(ScriptableRenderContext context, ref RenderingData renderingData)
{
m_ForwardLights.Setup(context, ref renderingData);
}
public override void SetupCullingParameters(ref ScriptableCullingParameters cullingParameters,
ref CameraData cameraData)
{
Camera camera = cameraData.camera;
cullingParameters.shadowDistance = Mathf.Min(cameraData.maxShadowDistance, camera.farClipPlane);
}
public override void FinishRendering(CommandBuffer cmd)
{
if (m_ActiveCameraColorAttachment != RenderTargetHandle.CameraTarget)
cmd.ReleaseTemporaryRT(m_ActiveCameraColorAttachment.id);
if (m_ActiveCameraDepthAttachment != RenderTargetHandle.CameraTarget)
cmd.ReleaseTemporaryRT(m_ActiveCameraDepthAttachment.id);
}
void CreateCameraRenderTarget(ScriptableRenderContext context, ref CameraData cameraData)
{
CommandBuffer cmd = CommandBufferPool.Get(k_CreateCameraTextures);
var descriptor = cameraData.cameraTargetDescriptor;
int msaaSamples = descriptor.msaaSamples;
if (m_ActiveCameraColorAttachment != RenderTargetHandle.CameraTarget)
{
bool useDepthRenderBuffer = m_ActiveCameraDepthAttachment == RenderTargetHandle.CameraTarget;
var colorDescriptor = descriptor;
colorDescriptor.depthBufferBits = (useDepthRenderBuffer) ? k_DepthStencilBufferBits : 0;
cmd.GetTemporaryRT(m_ActiveCameraColorAttachment.id, colorDescriptor, FilterMode.Bilinear);
}
if (m_ActiveCameraDepthAttachment != RenderTargetHandle.CameraTarget)
{
var depthDescriptor = descriptor;
depthDescriptor.colorFormat = RenderTextureFormat.Depth;
depthDescriptor.depthBufferBits = k_DepthStencilBufferBits;
depthDescriptor.bindMS = msaaSamples > 1 && !SystemInfo.supportsMultisampleAutoResolve && (SystemInfo.supportsMultisampledTextures != 0);
cmd.GetTemporaryRT(m_ActiveCameraDepthAttachment.id, depthDescriptor, FilterMode.Point);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
bool RequiresIntermediateColorTexture(ref RenderingData renderingData, RenderTextureDescriptor baseDescriptor)
{
ref CameraData cameraData = ref renderingData.cameraData;
int msaaSamples = cameraData.cameraTargetDescriptor.msaaSamples;
bool isStereoEnabled = renderingData.cameraData.isStereoEnabled;
bool isScaledRender = !Mathf.Approximately(cameraData.renderScale, 1.0f);
bool isCompatibleBackbufferTextureDimension = baseDescriptor.dimension == TextureDimension.Tex2D;
bool requiresExplicitMsaaResolve = msaaSamples > 1 && !SystemInfo.supportsMultisampleAutoResolve;
bool isOffscreenRender = cameraData.camera.targetTexture != null && !cameraData.isSceneViewCamera;
bool isCapturing = cameraData.captureActions != null;
bool requiresBlitForOffscreenCamera = cameraData.postProcessEnabled || cameraData.requiresOpaqueTexture || requiresExplicitMsaaResolve;
if (isOffscreenRender)
return requiresBlitForOffscreenCamera;
return requiresBlitForOffscreenCamera || cameraData.isSceneViewCamera || isScaledRender || cameraData.isHdrEnabled ||
!isCompatibleBackbufferTextureDimension || !cameraData.isDefaultViewport || isCapturing || Display.main.requiresBlitToBackbuffer
|| (renderingData.killAlphaInFinalBlit && !isStereoEnabled);
}
bool CanCopyDepth(ref CameraData cameraData)
{
bool msaaEnabledForCamera = cameraData.cameraTargetDescriptor.msaaSamples > 1;
bool supportsTextureCopy = SystemInfo.copyTextureSupport != CopyTextureSupport.None;
bool supportsDepthTarget = RenderingUtils.SupportsRenderTextureFormat(RenderTextureFormat.Depth);
bool supportsDepthCopy = !msaaEnabledForCamera && (supportsDepthTarget || supportsTextureCopy);
// TODO: We don't have support to highp Texture2DMS currently and this breaks depth precision.
// currently disabling it until shader changes kick in.
//bool msaaDepthResolve = msaaEnabledForCamera && SystemInfo.supportsMultisampledTextures != 0;
bool msaaDepthResolve = false;
return supportsDepthCopy || msaaDepthResolve;
}
}