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using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public class CopyColorPass : ScriptableRenderPass
{
float[] m_OpaqueScalerValues = {1.0f, 0.5f, 0.25f, 0.25f};
int m_SampleOffsetShaderHandle;
private RenderTargetHandle source { get; set; }
private RenderTargetHandle destination { get; set; }
public CopyColorPass()
{
m_SampleOffsetShaderHandle = Shader.PropertyToID("_SampleOffset");
}
public void Setup(RenderTargetHandle source, RenderTargetHandle destination)
{
this.source = source;
this.destination = destination;
}
public override void Execute(ScriptableRenderer renderer, ref ScriptableRenderContext context,
ref CullResults cullResults,
ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get("Copy Color");
Downsampling downsampling = renderingData.cameraData.opaqueTextureDownsampling;
float opaqueScaler = m_OpaqueScalerValues[(int)downsampling];
RenderTextureDescriptor opaqueDesc = ScriptableRenderer.CreateRTDesc(ref renderingData.cameraData, opaqueScaler);
RenderTargetIdentifier colorRT = source.Identifier();
RenderTargetIdentifier opaqueColorRT = destination.Identifier();
cmd.GetTemporaryRT(destination.id, opaqueDesc, renderingData.cameraData.opaqueTextureDownsampling == Downsampling.None ? FilterMode.Point : FilterMode.Bilinear);
switch (downsampling)
{
case Downsampling.None:
cmd.Blit(colorRT, opaqueColorRT);
break;
case Downsampling._2xBilinear:
cmd.Blit(colorRT, opaqueColorRT);
break;
case Downsampling._4xBox:
Material samplingMaterial = renderer.GetMaterial(MaterialHandles.Sampling);
samplingMaterial.SetFloat(m_SampleOffsetShaderHandle, 2);
cmd.Blit(colorRT, opaqueColorRT, samplingMaterial, 0);
break;
case Downsampling._4xBilinear:
cmd.Blit(colorRT, opaqueColorRT);
break;
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public override void FrameCleanup(CommandBuffer cmd)
{
if (destination != RenderTargetHandle.CameraTarget)
{
cmd.ReleaseTemporaryRT(destination.id);
destination = RenderTargetHandle.CameraTarget;
}
}
}
}