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