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using System;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
namespace UnityEngine.Perception.GroundTruth
{
/// <summary>
/// Custom Pass which renders labeled images where each object labeled with a Labeling component is drawn with the
/// value specified by the given LabelingConfiguration.
/// </summary>
class SemanticSegmentationCrossPipelinePass : GroundTruthCrossPipelinePass
{
const string k_ShaderName = "Perception/SemanticSegmentation";
static readonly int k_LabelingId = Shader.PropertyToID("LabelingId");
static int s_LastFrameExecuted = -1;
SemanticSegmentationLabelConfig m_LabelConfig;
// NOTICE: Serialize the shader so that the shader asset is included in player builds when the SemanticSegmentationPass is used.
// Currently commented out and shaders moved to Resources folder due to serialization crashes when it is enabled.
// See https://fogbugz.unity3d.com/f/cases/1187378/
// [SerializeField]
Shader m_ClassLabelingShader;
Material m_OverrideMaterial;
public SemanticSegmentationCrossPipelinePass(
Camera targetCamera, SemanticSegmentationLabelConfig labelConfig) : base(targetCamera)
{
m_LabelConfig = labelConfig;
}
public override void Setup()
{
base.Setup();
m_ClassLabelingShader = Shader.Find(k_ShaderName);
var shaderVariantCollection = new ShaderVariantCollection();
if (shaderVariantCollection != null)
{
shaderVariantCollection.Add(
new ShaderVariantCollection.ShaderVariant(m_ClassLabelingShader, PassType.ScriptableRenderPipeline));
}
m_OverrideMaterial = new Material(m_ClassLabelingShader);
shaderVariantCollection.WarmUp();
}
protected override void ExecutePass(
ScriptableRenderContext renderContext, CommandBuffer cmd, Camera camera, CullingResults cullingResult)
{
if (s_LastFrameExecuted == Time.frameCount)
return;
s_LastFrameExecuted = Time.frameCount;
var renderList = CreateRendererListDesc(camera, cullingResult, "FirstPass", 0, m_OverrideMaterial, -1);
cmd.ClearRenderTarget(true, true, Color.black);
DrawRendererList(renderContext, cmd, RendererList.Create(renderList));
}
public override void SetupMaterialProperties(
MaterialPropertyBlock mpb, Renderer renderer, Labeling labeling, uint instanceId)
{
var entry = new SemanticSegmentationLabelEntry();
var found = false;
foreach (var l in m_LabelConfig.labelEntries)
{
if (labeling.labels.Contains(l.label))
{
entry = l;
found = true;
break;
}
}
// Set the labeling ID so that it can be accessed in ClassSemanticSegmentationPass.shader
mpb.SetVector(k_LabelingId, found ? entry.color : Color.black);
}
public override void ClearMaterialProperties(MaterialPropertyBlock mpb, Renderer renderer, Labeling labeling, uint instanceId)
{
mpb.SetVector(k_LabelingId, Color.black);
}
}
}