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Fix scene view grid rendering in LW (copy depth out)

/LW-LowEnd
Tim Cooper 6 年前
当前提交
946ceb4f
共有 3 个文件被更改,包括 14 次插入6 次删除
  1. 16
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs
  2. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineUtils.cs
  3. 2
      ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightCopyDepth.shader

16
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipeline.cs


bool shadows = ShadowPass(visibleLights, ref context, ref lightData);
FrameRenderingConfiguration frameRenderingConfiguration;
SetupFrameRenderingConfiguration(out frameRenderingConfiguration, shadows, stereoEnabled);
SetupFrameRenderingConfiguration(out frameRenderingConfiguration, shadows, stereoEnabled, sceneViewCamera);
SetupIntermediateResources(frameRenderingConfiguration, ref context);
// SetupCameraProperties does the following:

ForwardPass(visibleLights, frameRenderingConfiguration, ref context, ref lightData, stereoEnabled);
#if UNITY_EDITOR
if (sceneViewCamera)
CopyTexture(cmd, CameraRenderTargetID.depth, BuiltinRenderTextureType.CameraTarget, m_CopyDepthMaterial, true);
#endif
cmd.ReleaseTemporaryRT(m_ShadowMapRTID);
cmd.ReleaseTemporaryRT(m_ScreenSpaceShadowMapRTID);
cmd.ReleaseTemporaryRT(CameraRenderTargetID.depthCopy);

}
}
private void SetupFrameRenderingConfiguration(out FrameRenderingConfiguration configuration, bool shadows, bool stereoEnabled)
private void SetupFrameRenderingConfiguration(out FrameRenderingConfiguration configuration, bool shadows, bool stereoEnabled, bool sceneViewCamera)
{
configuration = (stereoEnabled) ? FrameRenderingConfiguration.Stereo : FrameRenderingConfiguration.None;
if (stereoEnabled && XRSettings.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)

m_RequireCopyColor = true;
}
}
if (sceneViewCamera)
m_RequireDepthTexture = true;
if (shadows)
{

}
}
private void CopyTexture(CommandBuffer cmd, RenderTargetIdentifier sourceRT, RenderTargetIdentifier destRT, Material copyMaterial)
private void CopyTexture(CommandBuffer cmd, RenderTargetIdentifier sourceRT, RenderTargetIdentifier destRT, Material copyMaterial, bool forceBlit = false)
if (m_CopyTextureSupport != CopyTextureSupport.None)
if (m_CopyTextureSupport != CopyTextureSupport.None && !forceBlit)
cmd.CopyTexture(sourceRT, destRT);
else
cmd.Blit(sourceRT, destRT, copyMaterial);

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/LightweightPipelineUtils.cs


DepthPrePass = (1 << 4),
DepthCopy = (1 << 5),
DefaultViewport = (1 << 6),
IntermediateTexture = (1 << 7),
IntermediateTexture = (1 << 7)
}
public static class LightweightUtils

2
ScriptableRenderPipeline/LightweightPipeline/LWRP/Shaders/LightweightCopyDepth.shader


Pass
{
ZTest Always ZWrite Off ColorMask 0
ZTest Always ZWrite On ColorMask 0
HLSLPROGRAM
// Required to compile gles 2.0 with standard srp library

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