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100 行
4.5 KiB
100 行
4.5 KiB
using UnityEngine.Rendering;
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using UnityEngine.Rendering.PostProcessing;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public class DBufferManager : MRTBufferManager
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{
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public bool enableDecals { get; set; }
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RTHandleSystem.RTHandle m_HTile;
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public DBufferManager()
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: base(Decal.GetMaterialDBufferCount())
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{
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Debug.Assert(m_BufferCount <= 4);
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}
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public override void CreateBuffers()
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{
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RenderTextureFormat[] rtFormat;
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bool[] sRGBFlags;
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Decal.GetMaterialDBufferDescription(out rtFormat, out sRGBFlags);
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for (int dbufferIndex = 0; dbufferIndex < m_BufferCount; ++dbufferIndex)
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{
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m_RTs[dbufferIndex] = RTHandles.Alloc(Vector2.one, colorFormat: rtFormat[dbufferIndex], sRGB: sRGBFlags[dbufferIndex], filterMode: FilterMode.Point, name: string.Format("DBuffer{0}", dbufferIndex));
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m_RTIDs[dbufferIndex] = m_RTs[dbufferIndex].nameID;
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m_TextureShaderIDs[dbufferIndex] = HDShaderIDs._DBufferTexture[dbufferIndex];
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}
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// We use 8x8 tiles in order to match the native GCN HTile as closely as possible.
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m_HTile = RTHandles.Alloc(size => new Vector2Int((size.x + 7) / 8, (size.y + 7) / 8), filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.R8, sRGB: false, enableRandomWrite: true, name: "DBufferHTile"); // Enable UAV
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}
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override public void DestroyBuffers()
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{
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base.DestroyBuffers();
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RTHandles.Release(m_HTile);
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}
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public void ClearAndSetTargets(CommandBuffer cmd, HDCamera camera, bool rtCount4, RTHandleSystem.RTHandle cameraDepthStencilBuffer)
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{
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// for alpha compositing, color is cleared to 0, alpha to 1
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// https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch23.html
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RenderTargetIdentifier[] RTIDs = new RenderTargetIdentifier[rtCount4 ? 4 :3];
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// this clears the targets
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Color clearColor = new Color(0.0f, 0.0f, 0.0f, 1.0f);
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Color clearColorNormal = new Color(0.5f, 0.5f, 0.5f, 1.0f); // for normals 0.5 is neutral
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Color clearColorAOSBlend = new Color(1.0f, 1.0f, 1.0f, 1.0f);
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HDUtils.SetRenderTarget(cmd, camera, m_RTs[0], ClearFlag.Color, clearColor);
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HDUtils.SetRenderTarget(cmd, camera, m_RTs[1], ClearFlag.Color, clearColorNormal);
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HDUtils.SetRenderTarget(cmd, camera, m_RTs[2], ClearFlag.Color, clearColor);
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// names IDs have to be set every frame, because they can change
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RTIDs[0] = m_RTs[0].nameID;
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RTIDs[1] = m_RTs[1].nameID;
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RTIDs[2] = m_RTs[2].nameID;
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if (rtCount4)
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{
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HDUtils.SetRenderTarget(cmd, camera, m_RTs[3], ClearFlag.Color, clearColorAOSBlend);
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RTIDs[3] = m_RTs[3].nameID;
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}
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HDUtils.SetRenderTarget(cmd, camera, m_HTile, ClearFlag.Color, CoreUtils.clearColorAllBlack);
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// this actually sets the MRTs and HTile RWTexture, this is done separately because we do not have an api to clear MRTs to different colors
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HDUtils.SetRenderTarget(cmd, camera, RTIDs, cameraDepthStencilBuffer); // do not clear anymore
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cmd.SetRandomWriteTarget(rtCount4 ? 4 : 3, m_HTile);
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}
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public void UnSetHTile(CommandBuffer cmd)
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{
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cmd.ClearRandomWriteTargets();
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}
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public void SetHTileTexture(CommandBuffer cmd)
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{
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cmd.SetGlobalTexture(HDShaderIDs._DecalHTileTexture, m_HTile);
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}
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public void PushGlobalParams(HDCamera hdCamera, CommandBuffer cmd)
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{
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if (hdCamera.frameSettings.enableDecals)
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{
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cmd.SetGlobalInt(HDShaderIDs._EnableDecals, enableDecals ? 1 : 0);
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cmd.SetGlobalVector(HDShaderIDs._DecalAtlasResolution, new Vector2(HDUtils.hdrpSettings.decalSettings.atlasWidth, HDUtils.hdrpSettings.decalSettings.atlasHeight));
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BindBufferAsTextures(cmd);
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}
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else
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{
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cmd.SetGlobalInt(HDShaderIDs._EnableDecals, 0);
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// We still bind black textures to make sure that something is bound (can be a problem on some platforms)
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for (int i = 0; i < m_BufferCount; ++i)
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{
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cmd.SetGlobalTexture(m_TextureShaderIDs[i], RuntimeUtilities.blackTexture);
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}
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}
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}
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}
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}
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