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93 行
4.2 KiB
93 行
4.2 KiB
using System.Collections.Generic;
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using System.Diagnostics;
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using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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public abstract class LightweightForwardPass : ScriptableRenderPass
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{
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private RenderTargetHandle colorAttachmentHandle { get; set; }
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private RenderTargetHandle depthAttachmentHandle { get; set; }
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private RenderTextureDescriptor descriptor { get; set; }
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protected ClearFlag clearFlag { get; set; }
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protected Color clearColor { get; set; }
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List<ShaderPassName> m_LegacyShaderPassNames;
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protected RendererConfiguration rendererConfiguration;
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protected bool dynamicBatching;
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protected LightweightForwardPass()
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{
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m_LegacyShaderPassNames = new List<ShaderPassName>();
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m_LegacyShaderPassNames.Add(new ShaderPassName("Always"));
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m_LegacyShaderPassNames.Add(new ShaderPassName("ForwardBase"));
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m_LegacyShaderPassNames.Add(new ShaderPassName("PrepassBase"));
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m_LegacyShaderPassNames.Add(new ShaderPassName("Vertex"));
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m_LegacyShaderPassNames.Add(new ShaderPassName("VertexLMRGBM"));
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m_LegacyShaderPassNames.Add(new ShaderPassName("VertexLM"));
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RegisterShaderPassName("LightweightForward");
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RegisterShaderPassName("SRPDefaultUnlit");
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}
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public void Setup(
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RenderTextureDescriptor baseDescriptor,
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RenderTargetHandle colorAttachmentHandle,
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RenderTargetHandle depthAttachmentHandle,
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ClearFlag clearFlag,
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Color clearColor,
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RendererConfiguration configuration,
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bool dynamicbatching)
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{
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this.colorAttachmentHandle = colorAttachmentHandle;
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this.depthAttachmentHandle = depthAttachmentHandle;
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this.clearColor = clearColor;
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this.clearFlag = clearFlag;
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descriptor = baseDescriptor;
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this.rendererConfiguration = configuration;
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this.dynamicBatching = dynamicbatching;
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}
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protected void SetRenderTarget(CommandBuffer cmd, RenderBufferLoadAction loadOp, RenderBufferStoreAction storeOp, ClearFlag clearFlag, Color clearColor)
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{
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if (colorAttachmentHandle != RenderTargetHandle.CameraTarget)
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{
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if (depthAttachmentHandle != RenderTargetHandle.CameraTarget)
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SetRenderTarget(
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cmd,
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colorAttachmentHandle.Identifier(),
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loadOp,
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storeOp,
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depthAttachmentHandle.Identifier(),
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loadOp,
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storeOp,
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clearFlag,
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clearColor,
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descriptor.dimension);
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else
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SetRenderTarget(cmd, colorAttachmentHandle.Identifier(), loadOp, storeOp, clearFlag, clearColor, descriptor.dimension);
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}
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else
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{
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SetRenderTarget(cmd, BuiltinRenderTextureType.CameraTarget, loadOp, storeOp, clearFlag, clearColor, descriptor.dimension);
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}
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}
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[Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")]
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protected void RenderObjectsWithError(ScriptableRenderer renderer, ref ScriptableRenderContext context, ref CullResults cullResults, Camera camera, FilterRenderersSettings filterSettings, SortFlags sortFlags)
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{
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Material errorMaterial = renderer.GetMaterial(MaterialHandles.Error);
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if (errorMaterial != null)
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{
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DrawRendererSettings errorSettings = new DrawRendererSettings(camera, m_LegacyShaderPassNames[0]);
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for (int i = 1; i < m_LegacyShaderPassNames.Count; ++i)
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errorSettings.SetShaderPassName(i, m_LegacyShaderPassNames[i]);
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errorSettings.sorting.flags = sortFlags;
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errorSettings.rendererConfiguration = RendererConfiguration.None;
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errorSettings.SetOverrideMaterial(errorMaterial, 0);
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context.DrawRenderers(cullResults.visibleRenderers, ref errorSettings, filterSettings);
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}
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}
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}
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}
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