您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
62 行
2.7 KiB
62 行
2.7 KiB
using System;
|
|
using UnityEngine;
|
|
using UnityEngine.Experimental.Rendering;
|
|
using UnityEngine.Experimental.Rendering.LightweightPipeline;
|
|
using UnityEngine.Rendering;
|
|
|
|
|
|
public class CustomLWPipe : MonoBehaviour, IRendererSetup
|
|
{
|
|
private SetupForwardRenderingPass m_SetupForwardRenderingPass;
|
|
private CreateLightweightRenderTexturesPass m_CreateLightweightRenderTexturesPass;
|
|
private SetupLightweightConstanstPass m_SetupLightweightConstants;
|
|
private RenderOpaqueForwardPass m_RenderOpaqueForwardPass;
|
|
|
|
[NonSerialized]
|
|
private bool m_Initialized = false;
|
|
|
|
private void Init()
|
|
{
|
|
if (m_Initialized)
|
|
return;
|
|
|
|
m_SetupForwardRenderingPass = new SetupForwardRenderingPass();
|
|
m_CreateLightweightRenderTexturesPass = new CreateLightweightRenderTexturesPass();
|
|
m_SetupLightweightConstants = new SetupLightweightConstanstPass();
|
|
m_RenderOpaqueForwardPass = new RenderOpaqueForwardPass();
|
|
|
|
m_Initialized = true;
|
|
}
|
|
|
|
public void Setup(LightweightForwardRenderer renderer, ref ScriptableRenderContext context,
|
|
ref CullResults cullResults, ref RenderingData renderingData)
|
|
{
|
|
Init();
|
|
|
|
renderer.Clear();
|
|
|
|
renderer.SetupPerObjectLightIndices(ref cullResults, ref renderingData.lightData);
|
|
RenderTextureDescriptor baseDescriptor = LightweightForwardRenderer.CreateRTDesc(ref renderingData.cameraData);
|
|
RenderTextureDescriptor shadowDescriptor = baseDescriptor;
|
|
shadowDescriptor.dimension = TextureDimension.Tex2D;
|
|
|
|
renderer.EnqueuePass(m_SetupForwardRenderingPass);
|
|
|
|
RenderTargetHandle colorHandle = RenderTargetHandle.CameraTarget;
|
|
RenderTargetHandle depthHandle = RenderTargetHandle.CameraTarget;
|
|
|
|
var sampleCount = (SampleCount)renderingData.cameraData.msaaSamples;
|
|
m_CreateLightweightRenderTexturesPass.Setup(baseDescriptor, colorHandle, depthHandle, sampleCount);
|
|
renderer.EnqueuePass(m_CreateLightweightRenderTexturesPass);
|
|
|
|
Camera camera = renderingData.cameraData.camera;
|
|
bool dynamicBatching = renderingData.supportsDynamicBatching;
|
|
RendererConfiguration rendererConfiguration = LightweightForwardRenderer.GetRendererConfiguration(renderingData.lightData.totalAdditionalLightsCount);
|
|
|
|
m_SetupLightweightConstants.Setup(renderer.maxVisibleLocalLights, renderer.perObjectLightIndices);
|
|
renderer.EnqueuePass(m_SetupLightweightConstants);
|
|
|
|
m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, LightweightForwardRenderer.GetCameraClearFlag(camera), camera.backgroundColor, rendererConfiguration, dynamicBatching);
|
|
renderer.EnqueuePass(m_RenderOpaqueForwardPass);
|
|
}
|
|
}
|