using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.LightweightPipeline { public class CopyColorPass : ScriptableRenderPass { float[] m_OpaqueScalerValues = {1.0f, 0.5f, 0.25f, 0.25f}; int m_SampleOffsetShaderHandle; private RenderTargetHandle source { get; set; } private RenderTargetHandle destination { get; set; } public CopyColorPass() { m_SampleOffsetShaderHandle = Shader.PropertyToID("_SampleOffset"); } public void Setup(RenderTargetHandle source, RenderTargetHandle destination) { this.source = source; this.destination = destination; } public override void Execute(ScriptableRenderer renderer, ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get("Copy Color"); Downsampling downsampling = renderingData.cameraData.opaqueTextureDownsampling; float opaqueScaler = m_OpaqueScalerValues[(int)downsampling]; RenderTextureDescriptor opaqueDesc = ScriptableRenderer.CreateRTDesc(ref renderingData.cameraData, opaqueScaler); RenderTargetIdentifier colorRT = source.Identifier(); RenderTargetIdentifier opaqueColorRT = destination.Identifier(); cmd.GetTemporaryRT(destination.id, opaqueDesc, renderingData.cameraData.opaqueTextureDownsampling == Downsampling.None ? FilterMode.Point : FilterMode.Bilinear); switch (downsampling) { case Downsampling.None: cmd.Blit(colorRT, opaqueColorRT); break; case Downsampling._2xBilinear: cmd.Blit(colorRT, opaqueColorRT); break; case Downsampling._4xBox: Material samplingMaterial = renderer.GetMaterial(MaterialHandles.Sampling); samplingMaterial.SetFloat(m_SampleOffsetShaderHandle, 2); cmd.Blit(colorRT, opaqueColorRT, samplingMaterial, 0); break; case Downsampling._4xBilinear: cmd.Blit(colorRT, opaqueColorRT); break; } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } public override void FrameCleanup(CommandBuffer cmd) { if (destination != RenderTargetHandle.CameraTarget) { cmd.ReleaseTemporaryRT(destination.id); destination = RenderTargetHandle.CameraTarget; } } } }