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103 行
3.9 KiB
103 行
3.9 KiB
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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//[DisallowMultipleRendererFeature] // once not internal, this needs to be here
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public class GlobalVolumeFeature : ScriptableRendererFeature
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{
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class GlobalVolumePass : ScriptableRenderPass
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{
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public VolumeProfile _baseProfile;
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public List<VolumeProfile> _qualityProfiles;
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public LayerMask _layerMask;
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private Volume vol;
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private Volume qualityVol;
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public static GameObject volumeHolder;
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// This method is called before executing the render pass.
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// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
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// When empty this render pass will render to the active camera render target.
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// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
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// The render pipeline will ensure target setup and clearing happens in a performant manner.
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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if(volumeHolder == null)
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{
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volumeHolder = new GameObject("[DefaultVolume]");
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vol = volumeHolder.AddComponent<Volume>();
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vol.isGlobal = true;
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qualityVol = volumeHolder.AddComponent<Volume>();
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qualityVol.isGlobal = true;
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volumeHolder.hideFlags = HideFlags.HideAndDontSave;
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}
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if (vol && _baseProfile)
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{
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vol.sharedProfile = _baseProfile;
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}
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if(qualityVol && _qualityProfiles != null)
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{
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var index = QualitySettings.GetQualityLevel();
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if(_qualityProfiles.Count >= index && _qualityProfiles[index] != null)
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qualityVol.sharedProfile = _qualityProfiles?[index];
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}
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}
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// Here you can implement the rendering logic.
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// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
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// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
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// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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}
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// Cleanup any allocated resources that were created during the execution of this render pass.
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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}
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}
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GlobalVolumePass m_ScriptablePass;
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public LayerMask _layerMask;
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public VolumeProfile _baseProfile;
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public List<VolumeProfile> _qualityProfiles = new List<VolumeProfile>();
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/// <inheritdoc/>
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public override void Create()
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{
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m_ScriptablePass = new GlobalVolumePass
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{
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// Configures where the render pass should be injected.
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renderPassEvent = RenderPassEvent.AfterRenderingTransparents,
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_baseProfile = this._baseProfile,
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_layerMask = this._layerMask,
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_qualityProfiles = this._qualityProfiles,
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};
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}
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// Here you can inject one or multiple render passes in the renderer.
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// This method is called when setting up the renderer once per-camera.
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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if(GlobalVolumePass.volumeHolder == null)
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{
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var old = GameObject.Find("[DefaultVolume]");
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if (Application.isPlaying)
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{
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Destroy(old);
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}
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else
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{
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DestroyImmediate(old);
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}
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}
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renderer.EnqueuePass(m_ScriptablePass);
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}
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}
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