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68 行
2.8 KiB
68 行
2.8 KiB
using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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public class CreateLightweightRenderTexturesPass : ScriptableRenderPass
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{
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const int k_DepthStencilBufferBits = 32;
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private RenderTargetHandle colorAttachmentHandle { get; set; }
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private RenderTargetHandle depthAttachmentHandle { get; set; }
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private RenderTextureDescriptor descriptor { get; set; }
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private SampleCount samples { get; set; }
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public void Setup(
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RenderTextureDescriptor baseDescriptor,
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RenderTargetHandle colorAttachmentHandle,
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RenderTargetHandle depthAttachmentHandle,
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SampleCount samples)
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{
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this.colorAttachmentHandle = colorAttachmentHandle;
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this.depthAttachmentHandle = depthAttachmentHandle;
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this.samples = samples;
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descriptor = baseDescriptor;
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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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CommandBuffer cmd = CommandBufferPool.Get("");
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if (colorAttachmentHandle != RenderTargetHandle.CameraTarget)
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{
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var colorDescriptor = descriptor;
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colorDescriptor.depthBufferBits = k_DepthStencilBufferBits; // TODO: does the color RT always need depth?
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colorDescriptor.sRGB = true;
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colorDescriptor.msaaSamples = (int) samples;
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cmd.GetTemporaryRT(colorAttachmentHandle.id, colorDescriptor, FilterMode.Bilinear);
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}
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if (depthAttachmentHandle != RenderTargetHandle.CameraTarget)
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{
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var depthDescriptor = descriptor;
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depthDescriptor.colorFormat = RenderTextureFormat.Depth;
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depthDescriptor.depthBufferBits = k_DepthStencilBufferBits;
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depthDescriptor.msaaSamples = (int) samples;
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depthDescriptor.bindMS = (int) samples > 1;
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cmd.GetTemporaryRT(depthAttachmentHandle.id, depthDescriptor, FilterMode.Point);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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public override void FrameCleanup(CommandBuffer cmd)
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{
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if (colorAttachmentHandle != RenderTargetHandle.CameraTarget)
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{
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cmd.ReleaseTemporaryRT(colorAttachmentHandle.id);
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colorAttachmentHandle = RenderTargetHandle.CameraTarget;
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}
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if (depthAttachmentHandle != RenderTargetHandle.CameraTarget)
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{
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cmd.ReleaseTemporaryRT(depthAttachmentHandle.id);
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depthAttachmentHandle = RenderTargetHandle.CameraTarget;
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}
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}
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}
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}
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