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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namespace UnityEngine.Rendering.Universal
{
internal class SceneViewDepthCopyPass : ScriptableRenderPass
{
private RenderTargetHandle source { get; set; }
Material m_CopyDepthMaterial;
const string m_ProfilerTag = "Copy Depth for Scene View";
public SceneViewDepthCopyPass(RenderPassEvent evt, Material copyDepthMaterial)
{
m_CopyDepthMaterial = copyDepthMaterial;
renderPassEvent = evt;
}
public void Setup(RenderTargetHandle source)
{
this.source = source;
}
/// <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;
}
// Restore Render target for additional editor rendering.
// Note: Scene view camera always perform depth prepass
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
CoreUtils.SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget);
cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier());
cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthNoMsaa);
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2);
cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4);
cmd.Blit(source.Identifier(), BuiltinRenderTextureType.CameraTarget, m_CopyDepthMaterial);
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}