您最多选择25个主题 主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
 
 
 
 

42 行
1.8 KiB

using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.HDPipeline
{
public class GBufferManager : MRTBufferManager
{
int m_GBufferCount = 0;
bool m_EnableShadowMask = false;
RenderPipelineMaterial m_DeferredMaterial;
public GBufferManager(RenderPipelineMaterial deferredMaterial, bool enableBakeShadowMask)
: base(deferredMaterial.GetMaterialGBufferCount() + (enableBakeShadowMask ? 1 : 0))
{
Debug.Assert(m_BufferCount <= 8);
m_DeferredMaterial = deferredMaterial;
m_GBufferCount = deferredMaterial.GetMaterialGBufferCount();
m_EnableShadowMask = enableBakeShadowMask;
}
public override void CreateBuffers()
{
RenderTextureFormat[] rtFormat;
bool[] sRGBFlags;
m_DeferredMaterial.GetMaterialGBufferDescription(out rtFormat, out sRGBFlags);
for (int gbufferIndex = 0; gbufferIndex < m_GBufferCount; ++gbufferIndex)
{
m_RTs[gbufferIndex] = RTHandle.Alloc(Vector2.one, colorFormat: rtFormat[gbufferIndex], sRGB: sRGBFlags[gbufferIndex], filterMode: FilterMode.Point);
m_RTIDs[gbufferIndex] = m_RTs[gbufferIndex].nameID;
m_TextureShaderIDs[gbufferIndex] = HDShaderIDs._GBufferTexture[gbufferIndex];
}
if (m_EnableShadowMask)
{
m_RTs[m_GBufferCount] = RTHandle.Alloc(Vector2.one, colorFormat: Builtin.GetShadowMaskBufferFormat(), sRGB: Builtin.GetShadowMask_sRGBFlag(), filterMode: FilterMode.Point);
m_RTIDs[m_GBufferCount] = new RenderTargetIdentifier(m_RTs[m_GBufferCount]);
m_TextureShaderIDs[m_GBufferCount] = HDShaderIDs._ShadowMaskTexture;
}
}
}
}