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88 行
3.6 KiB
88 行
3.6 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 int vsibleDecalCount { get; set; }
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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] = RTHandle.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 = RTHandle.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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RTHandle.Release(m_HTile);
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}
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public void ClearTargets(CommandBuffer cmd, HDCamera camera)
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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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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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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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HDUtils.SetRenderTarget(cmd, camera, m_HTile, ClearFlag.Color, CoreUtils.clearColorAllBlack);
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}
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public void SetHTile(int bindSlot, CommandBuffer cmd)
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{
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cmd.SetRandomWriteTarget(bindSlot, 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(CommandBuffer cmd, FrameSettings frameSettings)
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{
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if (frameSettings.enableDBuffer)
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{
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cmd.SetGlobalInt(HDShaderIDs._EnableDBuffer, vsibleDecalCount > 0 ? 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._EnableDBuffer, 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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