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using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class DBufferManager : MRTBufferManager
{
public int vsibleDecalCount { get; set; }
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] = RTHandle.Alloc(Vector2.one, colorFormat: rtFormat[dbufferIndex], sRGB: sRGBFlags[dbufferIndex], filterMode: FilterMode.Point);
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 = RTHandle.Alloc(size => new Vector2Int((size.x + 7) / 8, (size.y + 7) / 8), filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.R8, sRGB: false, enableRandomWrite: true); // Enable UAV
}
override public void DestroyBuffers()
{
base.DestroyBuffers();
RTHandle.Release(m_HTile);
}
public void ClearNormalTargetAndHTile(CommandBuffer cmd, HDCamera camera, Color clearColor)
{
// index 1 is normals
HDUtils.SetRenderTarget(cmd, camera, m_RTs[1], ClearFlag.Color, clearColor);
HDUtils.SetRenderTarget(cmd, camera, m_HTile, ClearFlag.Color, CoreUtils.clearColorAllBlack);
}
public void SetHTile(int bindSlot, CommandBuffer cmd)
{
cmd.SetRandomWriteTarget(bindSlot, m_HTile);
}
public void UnSetHTile(CommandBuffer cmd)
{
cmd.ClearRandomWriteTargets();
}
public void PushGlobalParams(CommandBuffer cmd)
{
cmd.SetGlobalInt(HDShaderIDs._EnableDBuffer, vsibleDecalCount > 0 ? 1 : 0);
BindBufferAsTextures(cmd);
}
}
}