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