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