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73 行
2.8 KiB

using System.Collections.Generic;
using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public abstract class ScriptableRenderPass
{
public LightweightForwardRenderer renderer { get; private set; }
public int[] colorAttachmentHandles { get; private set; }
public int colorAttachmentHandle { get; private set; }
public int depthAttachmentHandle { get; private set; }
protected List<ShaderPassName> m_ShaderPassNames = new List<ShaderPassName>();
public ScriptableRenderPass(LightweightForwardRenderer renderer)
{
this.renderer = renderer;
}
public virtual void Setup(CommandBuffer cmd, RenderTextureDescriptor baseDescriptor, int[] colorAttachmentHandles = null, int depthAttachmentHandle = -1, int samples = 1)
{
this.colorAttachmentHandles = colorAttachmentHandles;
this.depthAttachmentHandle = depthAttachmentHandle;
colorAttachmentHandle = (colorAttachmentHandles != null && colorAttachmentHandles.Length > 0)
? colorAttachmentHandles[0]
: -1;
}
public virtual void Dispose(CommandBuffer cmd)
{
if (colorAttachmentHandles != null)
{
for (int i = 0; i < colorAttachmentHandles.Length; ++i)
if (colorAttachmentHandles[i] != -1)
cmd.ReleaseTemporaryRT(colorAttachmentHandles[i]);
}
if (depthAttachmentHandle != -1)
cmd.ReleaseTemporaryRT(depthAttachmentHandle);
}
public abstract void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref CameraData cameraData, ref LightData lightData);
public RenderTargetIdentifier GetSurface(int handle)
{
if (renderer == null)
{
Debug.LogError("Pass has invalid renderer");
return new RenderTargetIdentifier();
}
return renderer.GetSurface(handle);
}
public void RegisterShaderPassName(string passName)
{
m_ShaderPassNames.Add(new ShaderPassName(passName));
}
public DrawRendererSettings CreateDrawRendererSettings(Camera camera, SortFlags sortFlags, RendererConfiguration rendererConfiguration)
{
DrawRendererSettings settings = new DrawRendererSettings(camera, m_ShaderPassNames[0]);
for (int i = 1; i < m_ShaderPassNames.Count; ++i)
settings.SetShaderPassName(i, m_ShaderPassNames[i]);
settings.flags = DrawRendererFlags.EnableDynamicBatching | DrawRendererFlags.EnableInstancing;
settings.sorting.flags = sortFlags;
settings.rendererConfiguration = rendererConfiguration;
return settings;
}
}
}