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