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56 行
2.2 KiB
56 行
2.2 KiB
using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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public class FinalBlitPass : ScriptableRenderPass
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{
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Material m_BlitMaterial;
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private RenderTargetHandle colorAttachmentHandle { get; set; }
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private RenderTextureDescriptor descriptor { get; set; }
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public FinalBlitPass(LightweightForwardRenderer renderer) : base(renderer)
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{
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m_BlitMaterial = renderer.GetMaterial(MaterialHandles.Blit);
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}
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public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorAttachmentHandle)
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{
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this.colorAttachmentHandle = colorAttachmentHandle;
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this.descriptor = baseDescriptor;
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}
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public override void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData)
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{
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Material material = renderingData.cameraData.isStereoEnabled ? null : m_BlitMaterial;
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RenderTargetIdentifier sourceRT = colorAttachmentHandle.Identifier();
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CommandBuffer cmd = CommandBufferPool.Get("Final Blit Pass");
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cmd.SetGlobalTexture("_BlitTex", sourceRT);
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// We need to handle viewport on a RT. We do it by rendering a fullscreen quad + viewport
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if (!renderingData.cameraData.isDefaultViewport)
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{
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SetRenderTarget(
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cmd,
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BuiltinRenderTextureType.CameraTarget,
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RenderBufferLoadAction.DontCare,
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RenderBufferStoreAction.Store,
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ClearFlag.None,
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Color.black,
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descriptor.dimension);
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cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
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cmd.SetViewport(renderingData.cameraData.camera.pixelRect);
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LightweightPipeline.DrawFullScreen(cmd, material);
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}
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else
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{
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cmd.Blit(colorAttachmentHandle.Identifier(), BuiltinRenderTextureType.CameraTarget, material);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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}
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}
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