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37 行
1.5 KiB
37 行
1.5 KiB
using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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public class SceneViewDepthCopyPass : ScriptableRenderPass
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{
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private RenderTargetHandle source { get; set; }
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private Material depthCopyMaterial { get; set; }
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public SceneViewDepthCopyPass(Material depthCopyMaterial)
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{
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this.depthCopyMaterial = depthCopyMaterial;
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}
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public void Setup(RenderTargetHandle source)
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{
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this.source = source;
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}
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public override void Execute(ref ScriptableRenderContext context,
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ref CullResults cullResults,
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ref RenderingData renderingData)
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{
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// Restore Render target for additional editor rendering.
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// Note: Scene view camera always perform depth prepass
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CommandBuffer cmd = CommandBufferPool.Get("Copy Depth to Camera");
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CoreUtils.SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget);
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cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier());
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cmd.EnableShaderKeyword(LightweightKeywordStrings.DepthNoMsaa);
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cmd.DisableShaderKeyword(LightweightKeywordStrings.DepthMsaa2);
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cmd.DisableShaderKeyword(LightweightKeywordStrings.DepthMsaa4);
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cmd.Blit(source.Identifier(), BuiltinRenderTextureType.CameraTarget, depthCopyMaterial);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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}
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}
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