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54 行
2.2 KiB
54 行
2.2 KiB
namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public class FlowmapSkyRenderer : SkyRenderer
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{
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Material m_FlowmapSkyMaterial; // Renders a cubemap into a render texture (can be cube or 2D)
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MaterialPropertyBlock m_PropertyBlock;
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FlowmapSky m_FlowmapSkyParams;
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public FlowmapSkyRenderer(FlowmapSky flowmapSkyParams)
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{
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m_FlowmapSkyParams = flowmapSkyParams;
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m_PropertyBlock = new MaterialPropertyBlock();
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}
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public override void Build()
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{
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m_FlowmapSkyMaterial = CoreUtils.CreateEngineMaterial("Hidden/HDRenderPipeline/Sky/FlowmapSky");
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}
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public override void Cleanup()
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{
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CoreUtils.Destroy(m_FlowmapSkyMaterial);
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}
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public override void SetRenderTargets(BuiltinSkyParameters builtinParams)
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{
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if (builtinParams.depthBuffer == BuiltinSkyParameters.nullRT)
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{
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HDUtils.SetRenderTarget(builtinParams.commandBuffer, builtinParams.hdCamera, builtinParams.colorBuffer);
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}
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else
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{
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HDUtils.SetRenderTarget(builtinParams.commandBuffer, builtinParams.hdCamera, builtinParams.colorBuffer, builtinParams.depthBuffer);
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}
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}
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public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap, bool renderSunDisk /* TODO Handle sun disk?*/)
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{
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m_FlowmapSkyMaterial.SetTexture(HDShaderIDs._Cubemap, m_FlowmapSkyParams.skyHDRI);
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m_FlowmapSkyMaterial.SetFloat("_Period", m_FlowmapSkyParams.period);
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m_FlowmapSkyMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(m_FlowmapSkyParams.exposure, m_FlowmapSkyParams.multiplier, m_FlowmapSkyParams.rotation, 0.0f));
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// This matrix needs to be updated at the draw call frequency.
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m_PropertyBlock.SetMatrix(HDShaderIDs._PixelCoordToViewDirWS, builtinParams.pixelCoordToViewDirMatrix);
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CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_FlowmapSkyMaterial, m_PropertyBlock, renderForCubemap ? 0 : 1);
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}
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public override bool IsValid()
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{
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return m_FlowmapSkyParams != null && m_FlowmapSkyMaterial != null;
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}
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}
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}
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