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