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166 行
6.2 KiB
166 行
6.2 KiB
using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.LightweightPipeline;
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using UnityEngine.Rendering;
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public class CameraCallbackTests : MonoBehaviour
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, IAfterDepthPrePass
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, IAfterOpaquePass
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, IAfterOpaquePostProcess
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, IAfterSkyboxPass
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, IAfterTransparentPass
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, IAfterRender
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{
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static RenderTargetHandle afterDepth;
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static RenderTargetHandle afterOpaque;
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static RenderTargetHandle afterOpaquePost;
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static RenderTargetHandle afterSkybox;
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static RenderTargetHandle afterTransparent;
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static RenderTargetHandle afterAll;
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public CameraCallbackTests()
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{
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afterDepth.Init("_AfterDepth");
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afterOpaque.Init("_AfterOpaque");
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afterOpaquePost.Init("_AfterOpaquePost");
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afterSkybox.Init("_AfterSkybox");
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afterTransparent.Init("_AfterTransparent");
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afterAll.Init("_AfterAll");
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}
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ScriptableRenderPass IAfterDepthPrePass.GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle)
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{
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var pass = new CopyDepthPass();
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pass.Setup(depthAttachmentHandle, afterDepth);
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return pass;
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}
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ScriptableRenderPass IAfterOpaquePass.GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorAttachmentHandle,
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RenderTargetHandle depthAttachmentHandle)
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{
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var pass = new CopyColorPass();
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pass.Setup(colorAttachmentHandle, afterOpaque);
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return pass;
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}
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ScriptableRenderPass IAfterOpaquePostProcess.GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle,
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RenderTargetHandle depthHandle)
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{
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var pass = new CopyColorPass();;
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pass.Setup(colorHandle, afterOpaquePost);
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return pass;
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}
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ScriptableRenderPass IAfterSkyboxPass.GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle,
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RenderTargetHandle depthHandle)
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{
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var pass = new CopyColorPass();
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pass.Setup(colorHandle, afterSkybox);
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return pass;
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}
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ScriptableRenderPass IAfterTransparentPass.GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle,
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RenderTargetHandle depthHandle)
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{
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var pass = new CopyColorPass();
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pass.Setup(colorHandle, afterTransparent);
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return pass;
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}
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private class CapturePass : ScriptableRenderPass
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{
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private RenderTargetHandle m_Source;
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private RenderTargetHandle m_Target;
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public void Setup(RenderTargetHandle source, RenderTargetHandle target)
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{
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m_Source = source;
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m_Target = target;
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}
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public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData)
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{
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RenderTextureDescriptor opaqueDesc = ScriptableRenderer.CreateRenderTextureDescriptor(ref renderingData.cameraData);
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var cmd = CommandBufferPool.Get("Capture Pass");
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cmd.GetTemporaryRT(m_Target.id, opaqueDesc);
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cmd.Blit(m_Source.Identifier(), m_Target.Identifier());
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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 (m_Target != RenderTargetHandle.CameraTarget)
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{
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cmd.ReleaseTemporaryRT(m_Target.id);
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m_Target = RenderTargetHandle.CameraTarget;
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}
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}
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}
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class BlitPass : ScriptableRenderPass
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{
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CapturePass m_CopyResult = new CapturePass();
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public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData)
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{
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m_CopyResult.Setup(RenderTargetHandle.CameraTarget, afterAll);
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m_CopyResult.Execute(renderer, context, ref renderingData);
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Material material = renderer.GetMaterial(MaterialHandles.Blit);
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CommandBuffer cmd = CommandBufferPool.Get("Blit Pass");
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cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
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cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
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cmd.SetViewport(new Rect(0, renderingData.cameraData.camera.pixelRect.height / 2.0f, renderingData.cameraData.camera.pixelRect.width / 3.0f, renderingData.cameraData.camera.pixelRect.height / 2.0f));
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cmd.SetGlobalTexture("_BlitTex", afterDepth.Identifier());
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ScriptableRenderer.RenderFullscreenQuad(cmd, material);
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cmd.SetViewport(new Rect(renderingData.cameraData.camera.pixelRect.width / 3.0f, renderingData.cameraData.camera.pixelRect.height / 2.0f, renderingData.cameraData.camera.pixelRect.width / 3.0f, renderingData.cameraData.camera.pixelRect.height / 2.0f));
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cmd.SetGlobalTexture("_BlitTex", afterOpaque.Identifier());
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ScriptableRenderer.RenderFullscreenQuad(cmd, material);
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cmd.SetViewport(new Rect(renderingData.cameraData.camera.pixelRect.width / 3.0f * 2.0f, renderingData.cameraData.camera.pixelRect.height / 2.0f, renderingData.cameraData.camera.pixelRect.width / 3.0f, renderingData.cameraData.camera.pixelRect.height / 2.0f));
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cmd.SetGlobalTexture("_BlitTex", afterOpaquePost.Identifier());
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ScriptableRenderer.RenderFullscreenQuad(cmd, material);
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cmd.SetViewport(new Rect(0f, 0f, renderingData.cameraData.camera.pixelRect.width / 3.0f, renderingData.cameraData.camera.pixelRect.height / 2.0f));
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cmd.SetGlobalTexture("_BlitTex", afterSkybox.Identifier());
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ScriptableRenderer.RenderFullscreenQuad(cmd, material);
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cmd.SetViewport(new Rect(renderingData.cameraData.camera.pixelRect.width / 3.0f, 0f, renderingData.cameraData.camera.pixelRect.width / 3.0f, renderingData.cameraData.camera.pixelRect.height / 2.0f));
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cmd.SetGlobalTexture("_BlitTex", afterTransparent.Identifier());
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ScriptableRenderer.RenderFullscreenQuad(cmd, material);
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//TODO: Upsidown UV trash, ignore this for now
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// Need to flip UV as we come from a framebuffer.
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/*cmd.SetViewport(new Rect(renderingData.cameraData.camera.pixelRect.width / 3.0f * 2.0f, 0f, renderingData.cameraData.camera.pixelRect.width / 3.0f, renderingData.cameraData.camera.pixelRect.height / 2.0f));
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cmd.SetGlobalTexture("_BlitTex", afterAll.Identifier());
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cmd.EnableShaderKeyword("FLIP_VERTICAL_UV");
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LightweightPipeline.DrawFullScreen(cmd, material);
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cmd.DisableShaderKeyword("FLIP_VERTICAL_UV");*/
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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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base.FrameCleanup(cmd);
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m_CopyResult.FrameCleanup(cmd);
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}
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}
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ScriptableRenderPass IAfterRender.GetPassToEnqueue()
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{
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return new BlitPass();
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}
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}
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