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85 行
3.3 KiB
85 行
3.3 KiB
using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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public class DepthOnlyPass : ScriptableRenderPass
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{
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const string k_DepthPrepassTag = "Depth Prepass";
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int kDepthBufferBits = 32;
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private RenderTargetHandle depthAttachmentHandle { get; set; }
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internal RenderTextureDescriptor descriptor { get; set; }
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private FilterRenderersSettings opaqueFilterSettings { get; set; }
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public void Setup(
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RenderTextureDescriptor baseDescriptor,
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RenderTargetHandle depthAttachmentHandle,
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SampleCount samples)
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{
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this.depthAttachmentHandle = depthAttachmentHandle;
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baseDescriptor.colorFormat = RenderTextureFormat.Depth;
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baseDescriptor.depthBufferBits = kDepthBufferBits;
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if ((int)samples > 1)
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{
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baseDescriptor.bindMS = (int)samples > 1;
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baseDescriptor.msaaSamples = (int)samples;
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}
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descriptor = baseDescriptor;
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}
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public DepthOnlyPass()
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{
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RegisterShaderPassName("DepthOnly");
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opaqueFilterSettings = new FilterRenderersSettings(true)
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{
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renderQueueRange = RenderQueueRange.opaque,
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};
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}
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public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData)
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{
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CommandBuffer cmd = CommandBufferPool.Get(k_DepthPrepassTag);
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using (new ProfilingSample(cmd, k_DepthPrepassTag))
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{
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cmd.GetTemporaryRT(depthAttachmentHandle.id, descriptor, FilterMode.Point);
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SetRenderTarget(
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cmd,
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depthAttachmentHandle.Identifier(),
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RenderBufferLoadAction.DontCare,
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RenderBufferStoreAction.Store,
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ClearFlag.Depth,
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Color.black,
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descriptor.dimension);
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags;
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var drawSettings = CreateDrawRendererSettings(renderingData.cameraData.camera, sortFlags, RendererConfiguration.None, renderingData.supportsDynamicBatching);
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if (renderingData.cameraData.isStereoEnabled)
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{
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Camera camera = renderingData.cameraData.camera;
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context.StartMultiEye(camera);
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context.DrawRenderers(renderingData.cullResults.visibleRenderers, ref drawSettings, opaqueFilterSettings);
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context.StopMultiEye(camera);
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}
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else
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context.DrawRenderers(renderingData.cullResults.visibleRenderers, ref drawSettings, opaqueFilterSettings);
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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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public override void FrameCleanup(CommandBuffer cmd)
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{
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if (depthAttachmentHandle != RenderTargetHandle.CameraTarget)
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{
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cmd.ReleaseTemporaryRT(depthAttachmentHandle.id);
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depthAttachmentHandle = RenderTargetHandle.CameraTarget;
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}
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}
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}
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}
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