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
112 行
4.7 KiB
112 行
4.7 KiB
using System;
|
|
|
|
namespace UnityEngine.Rendering.Universal
|
|
{
|
|
/// <summary>
|
|
/// Copy the given depth buffer into the given destination depth buffer.
|
|
///
|
|
/// You can use this pass to copy a depth buffer to a destination,
|
|
/// so you can use it later in rendering. If the source texture has MSAA
|
|
/// enabled, the pass uses a custom MSAA resolve. If the source texture
|
|
/// does not have MSAA enabled, the pass uses a Blit or a Copy Texture
|
|
/// operation, depending on what the current platform supports.
|
|
/// </summary>
|
|
internal class CopyDepthPass : ScriptableRenderPass
|
|
{
|
|
private RenderTargetHandle source { get; set; }
|
|
private RenderTargetHandle destination { get; set; }
|
|
Material m_CopyDepthMaterial;
|
|
const string m_ProfilerTag = "Copy Depth";
|
|
|
|
public CopyDepthPass(RenderPassEvent evt, Material copyDepthMaterial)
|
|
{
|
|
m_CopyDepthMaterial = copyDepthMaterial;
|
|
renderPassEvent = evt;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Configure the pass with the source and destination to execute on.
|
|
/// </summary>
|
|
/// <param name="source">Source Render Target</param>
|
|
/// <param name="destination">Destination Render Targt</param>
|
|
public void Setup(RenderTargetHandle source, RenderTargetHandle destination)
|
|
{
|
|
this.source = source;
|
|
this.destination = destination;
|
|
}
|
|
|
|
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
|
|
{
|
|
var descriptor = cameraTextureDescriptor;
|
|
descriptor.colorFormat = RenderTextureFormat.Depth;
|
|
descriptor.depthBufferBits = 32; //TODO: do we really need this. double check;
|
|
descriptor.msaaSamples = 1;
|
|
cmd.GetTemporaryRT(destination.id, descriptor, FilterMode.Point);
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
|
|
{
|
|
if (m_CopyDepthMaterial == null)
|
|
{
|
|
Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_CopyDepthMaterial, GetType().Name);
|
|
return;
|
|
}
|
|
|
|
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
|
|
RenderTargetIdentifier depthSurface = source.Identifier();
|
|
RenderTargetIdentifier copyDepthSurface = destination.Identifier();
|
|
|
|
RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor;
|
|
int cameraSamples = descriptor.msaaSamples;
|
|
|
|
// TODO: we don't need a command buffer here. We can set these via Material.Set* API
|
|
cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier());
|
|
|
|
if (cameraSamples > 1)
|
|
{
|
|
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthNoMsaa);
|
|
if (cameraSamples == 4)
|
|
{
|
|
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
|
|
cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
|
|
}
|
|
else
|
|
{
|
|
cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
|
|
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
|
|
}
|
|
|
|
Blit(cmd, depthSurface, copyDepthSurface, m_CopyDepthMaterial);
|
|
}
|
|
else
|
|
{
|
|
cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthNoMsaa);
|
|
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
|
|
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
|
|
CopyTexture(cmd, depthSurface, copyDepthSurface, m_CopyDepthMaterial);
|
|
}
|
|
context.ExecuteCommandBuffer(cmd);
|
|
CommandBufferPool.Release(cmd);
|
|
}
|
|
|
|
void CopyTexture(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier dest, Material material)
|
|
{
|
|
// TODO: In order to issue a copyTexture we need to also check if source and dest have same size
|
|
//if (SystemInfo.copyTextureSupport != CopyTextureSupport.None)
|
|
// cmd.CopyTexture(source, dest);
|
|
//else
|
|
Blit(cmd, source, dest, material);
|
|
}
|
|
|
|
/// <inheritdoc/>
|
|
public override void FrameCleanup(CommandBuffer cmd)
|
|
{
|
|
if (cmd == null)
|
|
throw new ArgumentNullException("cmd");
|
|
|
|
cmd.ReleaseTemporaryRT(destination.id);
|
|
destination = RenderTargetHandle.CameraTarget;
|
|
}
|
|
}
|
|
}
|