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103 行
4.7 KiB
103 行
4.7 KiB
namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Copy the given color target to the current camera target
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///
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/// You can use this pass to copy the result of rendering to
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/// the camera target. The pass takes the screen viewport into
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/// consideration.
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/// </summary>
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internal class FinalBlitPass : ScriptableRenderPass
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{
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const string m_ProfilerTag = "Final Blit Pass";
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RenderTargetHandle m_Source;
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Material m_BlitMaterial;
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TextureDimension m_TargetDimension;
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bool m_ClearBlitTarget;
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bool m_IsMobileOrSwitch;
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Rect m_PixelRect;
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public FinalBlitPass(RenderPassEvent evt, Material blitMaterial)
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{
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m_BlitMaterial = blitMaterial;
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renderPassEvent = evt;
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}
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/// <summary>
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/// Configure the pass
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/// </summary>
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/// <param name="baseDescriptor"></param>
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/// <param name="colorHandle"></param>
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/// <param name="clearBlitTarget"></param>
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/// <param name="pixelRect"></param>
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public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle, bool clearBlitTarget = false, Rect pixelRect = new Rect())
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{
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m_Source = colorHandle;
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m_TargetDimension = baseDescriptor.dimension;
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m_ClearBlitTarget = clearBlitTarget;
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m_IsMobileOrSwitch = Application.isMobilePlatform || Application.platform == RuntimePlatform.Switch;
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m_PixelRect = pixelRect;
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}
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/// <inheritdoc/>
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if (m_BlitMaterial == null)
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{
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Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_BlitMaterial, GetType().Name);
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return;
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}
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bool requiresSRGBConvertion = Display.main.requiresSrgbBlitToBackbuffer;
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bool killAlpha = renderingData.killAlphaInFinalBlit;
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CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
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if (requiresSRGBConvertion)
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cmd.EnableShaderKeyword(ShaderKeywordStrings.LinearToSRGBConversion);
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else
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cmd.DisableShaderKeyword(ShaderKeywordStrings.LinearToSRGBConversion);
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if (killAlpha)
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cmd.EnableShaderKeyword(ShaderKeywordStrings.KillAlpha);
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else
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cmd.DisableShaderKeyword(ShaderKeywordStrings.KillAlpha);
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ref CameraData cameraData = ref renderingData.cameraData;
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// Use default blit for XR as we are not sure the UniversalRP blit handles stereo.
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// The blit will be reworked for stereo along the XRSDK work.
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Material blitMaterial = (cameraData.isStereoEnabled) ? null : m_BlitMaterial;
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cmd.SetGlobalTexture("_BlitTex", m_Source.Identifier());
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if (cameraData.isStereoEnabled || cameraData.isSceneViewCamera || cameraData.isDefaultViewport)
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{
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// This set render target is necessary so we change the LOAD state to DontCare.
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cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
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cmd.Blit(m_Source.Identifier(), BuiltinRenderTextureType.CameraTarget, blitMaterial);
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}
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else
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{
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// TODO: Final blit pass should always blit to backbuffer. The first time we do we don't need to Load contents to tile.
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// We need to keep in the pipeline of first render pass to each render target to propertly set load/store actions.
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// meanwhile we set to load so split screen case works.
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SetRenderTarget(
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cmd,
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BuiltinRenderTextureType.CameraTarget,
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m_ClearBlitTarget ? RenderBufferLoadAction.DontCare : RenderBufferLoadAction.Load,
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RenderBufferStoreAction.Store,
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m_ClearBlitTarget ? ClearFlag.Color : ClearFlag.None,
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Color.black,
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m_TargetDimension);
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Camera camera = cameraData.camera;
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cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
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cmd.SetViewport(m_PixelRect != Rect.zero ? m_PixelRect : cameraData.camera.pixelRect);
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cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, blitMaterial);
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cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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}
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}
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