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71 行
3.0 KiB
71 行
3.0 KiB
using System;
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using System.Collections.Generic;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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public abstract class ScriptableRenderPass
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{
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private List<ShaderPassName> m_ShaderPassNames = new List<ShaderPassName>();
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public virtual void FrameCleanup(CommandBuffer cmd)
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{}
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public abstract void Execute(ScriptableRenderer renderer, ref ScriptableRenderContext context,
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ref CullResults cullResults,
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ref RenderingData renderingData);
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protected void RegisterShaderPassName(string passName)
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{
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m_ShaderPassNames.Add(new ShaderPassName(passName));
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}
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protected DrawRendererSettings CreateDrawRendererSettings(Camera camera, SortFlags sortFlags, RendererConfiguration rendererConfiguration, bool supportsDynamicBatching)
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{
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DrawRendererSettings settings = new DrawRendererSettings(camera, m_ShaderPassNames[0]);
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for (int i = 1; i < m_ShaderPassNames.Count; ++i)
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settings.SetShaderPassName(i, m_ShaderPassNames[i]);
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settings.sorting.flags = sortFlags;
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settings.rendererConfiguration = rendererConfiguration;
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settings.flags = DrawRendererFlags.EnableInstancing;
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if (supportsDynamicBatching)
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settings.flags |= DrawRendererFlags.EnableDynamicBatching;
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return settings;
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}
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protected static void SetRenderTarget(
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CommandBuffer cmd,
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RenderTargetIdentifier colorAttachment,
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RenderBufferLoadAction colorLoadAction,
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RenderBufferStoreAction colorStoreAction,
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ClearFlag clearFlag,
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Color clearColor,
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TextureDimension dimension)
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{
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if (dimension == TextureDimension.Tex2DArray)
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CoreUtils.SetRenderTarget(cmd, colorAttachment, clearFlag, clearColor, 0, CubemapFace.Unknown, -1);
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else
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CoreUtils.SetRenderTarget(cmd, colorAttachment, colorLoadAction, colorStoreAction, clearFlag, clearColor);
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}
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protected static void SetRenderTarget(
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CommandBuffer cmd,
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RenderTargetIdentifier colorAttachment,
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RenderBufferLoadAction colorLoadAction,
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RenderBufferStoreAction colorStoreAction,
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RenderTargetIdentifier depthAttachment,
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RenderBufferLoadAction depthLoadAction,
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RenderBufferStoreAction depthStoreAction,
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ClearFlag clearFlag,
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Color clearColor,
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TextureDimension dimension)
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{
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if (dimension == TextureDimension.Tex2DArray)
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CoreUtils.SetRenderTarget(cmd, colorAttachment, depthAttachment,
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clearFlag, clearColor, 0, CubemapFace.Unknown, -1);
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else
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CoreUtils.SetRenderTarget(cmd, colorAttachment, colorLoadAction, colorStoreAction,
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depthAttachment, depthLoadAction, depthStoreAction, clearFlag, clearColor);
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}
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}
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}
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