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using UnityEngine.Rendering;
using System;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class NormalBufferManager
{
// Currently we only support NormalBuffer with one buffer. If the shader code change, it may require to update the shader manager
public const int k_MaxNormalBuffer = 1;
public int normalBufferCount { get { return k_MaxNormalBuffer; } }
RTHandleSystem.RTHandle[] m_ColorMRTs = new RTHandleSystem.RTHandle[k_MaxNormalBuffer];
protected RenderTargetIdentifier[] m_RTIDs = new RenderTargetIdentifier[k_MaxNormalBuffer];
bool[] m_ExternalBuffer = new bool[k_MaxNormalBuffer];
RTHandleSystem.RTHandle m_HTile;
public NormalBufferManager()
{
}
public void InitNormalBuffers(GBufferManager gbufferManager, RenderPipelineSettings settings)
{
if (settings.supportOnlyForward)
{
// In case of full forward we must allocate the render target for normal buffer (or reuse one already existing)
// TODO: Provide a way to reuse a render target
m_ColorMRTs[0] = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGB32, sRGB: false, name: "NormalBuffer");
m_ExternalBuffer[0] = false;
}
else
{
// In case of deferred, we must be in sync with NormalBuffer.hlsl and lit.hlsl files and setup the correct buffers
m_ColorMRTs[0] = gbufferManager.GetNormalBuffer(0); // Normal + Roughness
m_ExternalBuffer[0] = true;
}
}
public RenderTargetIdentifier[] GetBuffersRTI()
{
// nameID can change from one frame to another depending on the msaa flag so so we need to update this array to be sure it's up to date.
for (int i = 0; i < normalBufferCount; ++i)
{
m_RTIDs[i] = m_ColorMRTs[i].nameID;
}
return m_RTIDs;
}
public RTHandleSystem.RTHandle GetNormalBuffer(int index)
{
Debug.Assert(index < normalBufferCount);
return m_ColorMRTs[index];
}
public void Build(HDRenderPipelineAsset hdAsset)
{
}
public void Cleanup()
{
for (int i = 0; i < k_MaxNormalBuffer; ++i)
{
if (!m_ExternalBuffer[i])
{
RTHandles.Release(m_ColorMRTs[i]);
}
}
}
public void BindNormalBuffers(CommandBuffer cmd)
{
// NormalBuffer can be access in forward shader, so need to set global texture
for (int i = 0; i < normalBufferCount; ++i)
{
cmd.SetGlobalTexture(HDShaderIDs._NormalBufferTexture[i], GetNormalBuffer(i));
}
}
}
}