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;
using System.Collections.Generic;
using UnityEngine.Scripting.APIUpdating;
namespace UnityEngine.Rendering.Universal
{
// Note: Spaced built-in events so we can add events in between them
// We need to leave room as we sort render passes based on event.
// Users can also inject render pass events in a specific point by doing RenderPassEvent + offset
/// <summary>
/// Controls when the render pass executes.
/// </summary>
[MovedFrom("UnityEngine.Rendering.LWRP")] public enum RenderPassEvent
{
BeforeRendering = 0,
BeforeRenderingShadows = 50,
AfterRenderingShadows = 100,
BeforeRenderingPrepasses = 150,
AfterRenderingPrePasses = 200,
BeforeRenderingOpaques = 250,
AfterRenderingOpaques = 300,
BeforeRenderingSkybox = 350,
AfterRenderingSkybox = 400,
BeforeRenderingTransparents = 450,
AfterRenderingTransparents = 500,
BeforeRenderingPostProcessing = 550,
AfterRenderingPostProcessing = 600,
AfterRendering = 1000,
}
/// <summary>
/// <c>ScriptableRenderPass</c> implements a logical rendering pass that can be used to extend LWRP renderer.
/// </summary>
[MovedFrom("UnityEngine.Rendering.LWRP")] public abstract class ScriptableRenderPass
{
public RenderPassEvent renderPassEvent { get; set; }
public RenderTargetIdentifier colorAttachment
{
get => m_ColorAttachment;
}
public RenderTargetIdentifier depthAttachment
{
get => m_DepthAttachment;
}
public ClearFlag clearFlag
{
get => m_ClearFlag;
}
public Color clearColor
{
get => m_ClearColor;
}
internal bool overrideCameraTarget { get; set; }
internal bool isBlitRenderPass { get; set; }
RenderTargetIdentifier m_ColorAttachment = BuiltinRenderTextureType.CameraTarget;
RenderTargetIdentifier m_DepthAttachment = BuiltinRenderTextureType.CameraTarget;
ClearFlag m_ClearFlag = ClearFlag.None;
Color m_ClearColor = Color.black;
public ScriptableRenderPass()
{
renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
m_ColorAttachment = BuiltinRenderTextureType.CameraTarget;
m_DepthAttachment = BuiltinRenderTextureType.CameraTarget;
m_ClearFlag = ClearFlag.None;
m_ClearColor = Color.black;
overrideCameraTarget = false;
isBlitRenderPass = false;
}
/// <summary>
/// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
/// This method should be called inside Configure.
/// </summary>
/// <param name="colorAttachment">Color attachment identifier.</param>
/// <param name="depthAttachment">Depth attachment identifier.</param>
/// <seealso cref="Configure"/>
public void ConfigureTarget(RenderTargetIdentifier colorAttachment, RenderTargetIdentifier depthAttachment)
{
overrideCameraTarget = true;
m_ColorAttachment = colorAttachment;
m_DepthAttachment = depthAttachment;
}
/// <summary>
/// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
/// This method should be called inside Configure.
/// </summary>
/// <param name="colorAttachment">Color attachment identifier.</param>
/// <seealso cref="Configure"/>
public void ConfigureTarget(RenderTargetIdentifier colorAttachment)
{
overrideCameraTarget = true;
m_ColorAttachment = colorAttachment;
m_DepthAttachment = BuiltinRenderTextureType.CameraTarget;
}
/// <summary>
/// Configures clearing for the render targets for this render pass. Call this inside Configure.
/// </summary>
/// <param name="clearFlag">ClearFlag containing information about what targets to clear.</param>
/// <param name="clearColor">Clear color.</param>
/// <seealso cref="Configure"/>
public void ConfigureClear(ClearFlag clearFlag, Color clearColor)
{
m_ClearFlag = clearFlag;
m_ClearColor = clearColor;
}
/// <summary>
/// This method is called by the renderer before executing the render pass.
/// Override this method if you need to to configure render targets and their clear state, and to create temporary render target textures.
/// If a render pass doesn't override this method, this render pass renders to the active Camera's render target.
/// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
/// </summary>
/// <param name="cmd">CommandBuffer to enqueue rendering commands. This will be executed by the pipeline.</param>
/// <param name="cameraTextureDescriptor">Render texture descriptor of the camera render target.</param>
/// <seealso cref="ConfigureTarget"/>
/// <seealso cref="ConfigureClear"/>
public virtual void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{}
/// <summary>
/// Cleanup any allocated data that was created during the execution of the pass.
/// </summary>
/// <param name="cmd">Use this CommandBuffer to cleanup any generated data</param>
public virtual void FrameCleanup(CommandBuffer cmd)
{}
/// <summary>
/// Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation
/// </summary>
/// <param name="context">Use this render context to issue any draw commands during execution</param>
/// <param name="renderingData">Current rendering state information</param>
public abstract void Execute(ScriptableRenderContext context, ref RenderingData renderingData);
/// <summary>
/// Add a blit command to the context for execution. This changes the active render target in the ScriptableRenderer to
/// destination.
/// </summary>
/// <param name="cmd">Command buffer to record command for execution.</param>
/// <param name="source">Source texture or target identifier to blit from.</param>
/// <param name="destination">Destination texture or target identifier to blit into. This becomes the renderer active render target.</param>
/// <param name="material">Material to use.</param>
/// <param name="passIndex">Shader pass to use. Default is 0.</param>
/// <seealso cref="ScriptableRenderer"/>
public void Blit(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material = null, int passIndex = 0)
{
ScriptableRenderer.SetRenderTarget(cmd, destination, BuiltinRenderTextureType.CameraTarget, clearFlag, clearColor);
cmd.Blit(source, destination, material, passIndex);
}
/// <summary>
/// Adds a Render Post-processing command for execution. This changes the active render target in the ScriptableRenderer to destination.
/// </summary>
/// <param name="cmd">Command buffer to record command for execution.</param>
/// <param name="cameraData">Camera rendering data.</param>
/// <param name="sourceDescriptor">Render texture descriptor for source.</param>
/// <param name="source">Source texture or render target identifier.</param>
/// <param name="destination">Destination texture or render target identifier.</param>
/// <param name="opaqueOnly">If true, only renders opaque post-processing effects. Otherwise, renders before and after stack post-processing effects.</param>
/// <param name="flip">If true, flips image vertically.</param>
#if POST_PROCESSING_STACK_2_0_0_OR_NEWER
[Obsolete("The use of the Post-processing Stack V2 is deprecated in the Universal Render Pipeline. Use the builtin post-processing effects instead.")]
public void RenderPostProcessing(CommandBuffer cmd, ref CameraData cameraData, RenderTextureDescriptor sourceDescriptor, RenderTargetIdentifier source, RenderTargetIdentifier destination, bool opaqueOnly, bool flip)
{
}
#endif
/// <summary>
/// Creates <c>DrawingSettings</c> based on current the rendering state.
/// </summary>
/// <param name="shaderTagId">Shader pass tag to render.</param>
/// <param name="renderingData">Current rendering state.</param>
/// <param name="sortingCriteria">Criteria to sort objects being rendered.</param>
/// <returns></returns>
/// <seealso cref="DrawingSettings"/>
public DrawingSettings CreateDrawingSettings(ShaderTagId shaderTagId, ref RenderingData renderingData, SortingCriteria sortingCriteria)
{
Camera camera = renderingData.cameraData.camera;
SortingSettings sortingSettings = new SortingSettings(camera) { criteria = sortingCriteria };
DrawingSettings settings = new DrawingSettings(shaderTagId, sortingSettings)
{
perObjectData = renderingData.perObjectData,
enableInstancing = true,
mainLightIndex = renderingData.lightData.mainLightIndex,
enableDynamicBatching = renderingData.supportsDynamicBatching,
};
return settings;
}
/// <summary>
/// Creates <c>DrawingSettings</c> based on current rendering state.
/// </summary>
/// /// <param name="shaderTagIdList">List of shader pass tag to render.</param>
/// <param name="renderingData">Current rendering state.</param>
/// <param name="sortingCriteria">Criteria to sort objects being rendered.</param>
/// <returns></returns>
/// <seealso cref="DrawingSettings"/>
public DrawingSettings CreateDrawingSettings(List<ShaderTagId> shaderTagIdList,
ref RenderingData renderingData, SortingCriteria sortingCriteria)
{
if (shaderTagIdList == null || shaderTagIdList.Count == 0)
{
Debug.LogWarning("ShaderTagId list is invalid. DrawingSettings is created with default pipeline ShaderTagId");
return CreateDrawingSettings(new ShaderTagId("UniversalPipeline"), ref renderingData, sortingCriteria);
}
DrawingSettings settings = CreateDrawingSettings(shaderTagIdList[0], ref renderingData, sortingCriteria);
for (int i = 1; i < shaderTagIdList.Count; ++i)
settings.SetShaderPassName(i, shaderTagIdList[i]);
return settings;
}
public static bool operator <(ScriptableRenderPass lhs, ScriptableRenderPass rhs)
{
return lhs.renderPassEvent < rhs.renderPassEvent;
}
public static bool operator >(ScriptableRenderPass lhs, ScriptableRenderPass rhs)
{
return lhs.renderPassEvent > rhs.renderPassEvent;
}
// TODO: Remove this. Currently only used by FinalBlit pass.
internal void SetRenderTarget(
CommandBuffer cmd,
RenderTargetIdentifier colorAttachment,
RenderBufferLoadAction colorLoadAction,
RenderBufferStoreAction colorStoreAction,
ClearFlag clearFlags,
Color clearColor,
TextureDimension dimension)
{
if (dimension == TextureDimension.Tex2DArray)
CoreUtils.SetRenderTarget(cmd, colorAttachment, clearFlags, clearColor, 0, CubemapFace.Unknown, -1);
else
CoreUtils.SetRenderTarget(cmd, colorAttachment, colorLoadAction, colorStoreAction, clearFlags, clearColor);
}
}
}