您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
81 行
2.9 KiB
81 行
2.9 KiB
using UnityEngine.Rendering;
|
|
using System;
|
|
|
|
namespace UnityEngine.Experimental.Rendering.HDPipeline
|
|
{
|
|
public class NormalBufferManager
|
|
{
|
|
// Currently we only support NormalBuffer with one buffer. If the shader code change, it may require to update the shader manager
|
|
public const int k_MaxNormalBuffer = 1;
|
|
|
|
public int normalBufferCount { get { return k_MaxNormalBuffer; } }
|
|
|
|
RTHandleSystem.RTHandle[] m_ColorMRTs = new RTHandleSystem.RTHandle[k_MaxNormalBuffer];
|
|
protected RenderTargetIdentifier[] m_RTIDs = new RenderTargetIdentifier[k_MaxNormalBuffer];
|
|
bool[] m_ExternalBuffer = new bool[k_MaxNormalBuffer];
|
|
|
|
RTHandleSystem.RTHandle m_HTile;
|
|
|
|
public NormalBufferManager()
|
|
{
|
|
}
|
|
|
|
public void InitNormalBuffers(GBufferManager gbufferManager, RenderPipelineSettings settings)
|
|
{
|
|
if (settings.supportOnlyForward)
|
|
{
|
|
// In case of full forward we must allocate the render target for normal buffer (or reuse one already existing)
|
|
// TODO: Provide a way to reuse a render target
|
|
m_ColorMRTs[0] = RTHandles.Alloc(Vector2.one, filterMode: FilterMode.Point, colorFormat: RenderTextureFormat.ARGB32, sRGB: false, enableRandomWrite: true, name: "NormalBuffer");
|
|
m_ExternalBuffer[0] = false;
|
|
}
|
|
else
|
|
{
|
|
// In case of deferred, we must be in sync with NormalBuffer.hlsl and lit.hlsl files and setup the correct buffers
|
|
m_ColorMRTs[0] = gbufferManager.GetNormalBuffer(0); // Normal + Roughness
|
|
m_ExternalBuffer[0] = true;
|
|
}
|
|
}
|
|
|
|
public RenderTargetIdentifier[] GetBuffersRTI()
|
|
{
|
|
// nameID can change from one frame to another depending on the msaa flag so so we need to update this array to be sure it's up to date.
|
|
for (int i = 0; i < normalBufferCount; ++i)
|
|
{
|
|
m_RTIDs[i] = m_ColorMRTs[i].nameID;
|
|
}
|
|
|
|
return m_RTIDs;
|
|
}
|
|
|
|
public RTHandleSystem.RTHandle GetNormalBuffer(int index)
|
|
{
|
|
Debug.Assert(index < normalBufferCount);
|
|
return m_ColorMRTs[index];
|
|
}
|
|
|
|
public void Build(HDRenderPipelineAsset hdAsset)
|
|
{
|
|
}
|
|
|
|
public void Cleanup()
|
|
{
|
|
for (int i = 0; i < k_MaxNormalBuffer; ++i)
|
|
{
|
|
if (!m_ExternalBuffer[i])
|
|
{
|
|
RTHandles.Release(m_ColorMRTs[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
public void BindNormalBuffers(CommandBuffer cmd)
|
|
{
|
|
// NormalBuffer can be access in forward shader, so need to set global texture
|
|
for (int i = 0; i < normalBufferCount; ++i)
|
|
{
|
|
cmd.SetGlobalTexture(HDShaderIDs._NormalBufferTexture[i], GetNormalBuffer(i));
|
|
}
|
|
}
|
|
}
|
|
}
|