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71 行
3.1 KiB
71 行
3.1 KiB
using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public class GBufferManager : MRTBufferManager
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{
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int m_GBufferCount = 0;
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bool m_EnableShadowMask = false;
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RenderPipelineMaterial m_DeferredMaterial;
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protected RenderTargetIdentifier[] m_RTIDsNoShadowMask;
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public GBufferManager(RenderPipelineMaterial deferredMaterial, bool enableBakeShadowMask)
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: base(deferredMaterial.GetMaterialGBufferCount() + (enableBakeShadowMask ? 1 : 0))
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{
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Debug.Assert(m_BufferCount <= 8);
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m_DeferredMaterial = deferredMaterial;
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m_GBufferCount = deferredMaterial.GetMaterialGBufferCount();
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m_EnableShadowMask = enableBakeShadowMask;
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m_RTIDsNoShadowMask = new RenderTargetIdentifier[m_GBufferCount];
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}
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public override void CreateBuffers()
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{
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RenderTextureFormat[] rtFormat;
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bool[] sRGBFlags;
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m_DeferredMaterial.GetMaterialGBufferDescription(out rtFormat, out sRGBFlags);
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for (int gbufferIndex = 0; gbufferIndex < m_GBufferCount; ++gbufferIndex)
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{
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m_RTs[gbufferIndex] = RTHandle.Alloc(Vector2.one, colorFormat: rtFormat[gbufferIndex], sRGB: sRGBFlags[gbufferIndex], filterMode: FilterMode.Point, name: string.Format("GBuffer{0}", gbufferIndex));
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m_RTIDs[gbufferIndex] = m_RTs[gbufferIndex].nameID;
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m_TextureShaderIDs[gbufferIndex] = HDShaderIDs._GBufferTexture[gbufferIndex];
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m_RTIDsNoShadowMask[gbufferIndex] = HDShaderIDs._GBufferTexture[gbufferIndex];
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}
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if (m_EnableShadowMask)
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{
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m_RTs[m_GBufferCount] = RTHandle.Alloc(Vector2.one, colorFormat: Builtin.GetShadowMaskBufferFormat(), sRGB: Builtin.GetShadowMaskSRGBFlag(), filterMode: FilterMode.Point, name: "GBufferShadowMask");
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m_RTIDs[m_GBufferCount] = new RenderTargetIdentifier(m_RTs[m_GBufferCount]);
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m_TextureShaderIDs[m_GBufferCount] = HDShaderIDs._ShadowMaskTexture;
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}
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}
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public RenderTargetIdentifier[] GetBuffersRTI(bool enableShadowMask)
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{
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if(!enableShadowMask)
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{
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// 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.
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// Moreover, if we don't have shadow masks we only need to bind the first GBuffers
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// This is important because in the shader the shadowmask buffer gets optimized out so anything bound after (like the DBuffer HTile) has a different bind point.
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for (int i = 0; i < m_GBufferCount; ++i)
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{
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m_RTIDsNoShadowMask[i] = m_RTs[i].nameID;
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}
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return m_RTIDsNoShadowMask;
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}
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else
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{
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return GetBuffersRTI();
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}
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}
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public int GetBufferCount(bool enableShadowMask)
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{
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return enableShadowMask ? m_BufferCount : m_GBufferCount;
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}
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}
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}
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