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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using System;
namespace UnityEngine.Rendering.Universal
{
internal class ScreenSpaceShadowResolvePass : ScriptableRenderPass
{
Material m_ScreenSpaceShadowsMaterial;
RenderTargetHandle m_ScreenSpaceShadowmap;
RenderTextureDescriptor m_RenderTextureDescriptor;
const string m_ProfilerTag = "Resolve Shadows";
public ScreenSpaceShadowResolvePass(RenderPassEvent evt, Material screenspaceShadowsMaterial)
{
m_ScreenSpaceShadowsMaterial = screenspaceShadowsMaterial;
m_ScreenSpaceShadowmap.Init("_ScreenSpaceShadowmapTexture");
renderPassEvent = evt;
}
public void Setup(RenderTextureDescriptor baseDescriptor)
{
m_RenderTextureDescriptor = baseDescriptor;
m_RenderTextureDescriptor.depthBufferBits = 0;
m_RenderTextureDescriptor.msaaSamples = 1;
m_RenderTextureDescriptor.colorFormat = RenderingUtils.SupportsRenderTextureFormat(RenderTextureFormat.R8)
? RenderTextureFormat.R8
: RenderTextureFormat.ARGB32;
}
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
cmd.GetTemporaryRT(m_ScreenSpaceShadowmap.id, m_RenderTextureDescriptor, FilterMode.Bilinear);
RenderTargetIdentifier screenSpaceOcclusionTexture = m_ScreenSpaceShadowmap.Identifier();
ConfigureTarget(screenSpaceOcclusionTexture);
ConfigureClear(ClearFlag.All, Color.white);
}
/// <inheritdoc/>
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (m_ScreenSpaceShadowsMaterial == null)
{
Debug.LogErrorFormat("Missing {0}. {1} render pass will not execute. Check for missing reference in the renderer resources.", m_ScreenSpaceShadowsMaterial, GetType().Name);
return;
}
if (renderingData.lightData.mainLightIndex == -1)
return;
Camera camera = renderingData.cameraData.camera;
bool stereo = renderingData.cameraData.isStereoEnabled;
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
if (!stereo)
{
cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_ScreenSpaceShadowsMaterial);
cmd.SetViewProjectionMatrices(camera.worldToCameraMatrix, camera.projectionMatrix);
}
else
{
// Avoid setting and restoring camera view and projection matrices when in stereo.
RenderTargetIdentifier screenSpaceOcclusionTexture = m_ScreenSpaceShadowmap.Identifier();
Blit(cmd, screenSpaceOcclusionTexture, screenSpaceOcclusionTexture, m_ScreenSpaceShadowsMaterial);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
/// <inheritdoc/>
public override void FrameCleanup(CommandBuffer cmd)
{
if (cmd == null)
throw new ArgumentNullException("cmd");
cmd.ReleaseTemporaryRT(m_ScreenSpaceShadowmap.id);
}
}
}