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#if URP_PRESENT
using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
namespace UnityEngine.Perception.GroundTruth
{
class InstanceSegmentationUrpPass : ScriptableRenderPass
{
InstanceSegmentationCrossPipelinePass m_InstanceSegmentationPass;
public InstanceSegmentationUrpPass(Camera camera, RenderTexture targetTexture)
{
m_InstanceSegmentationPass = new InstanceSegmentationCrossPipelinePass(camera);
ConfigureTarget(targetTexture, targetTexture.depthBuffer);
m_InstanceSegmentationPass.Setup();
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var commandBuffer = CommandBufferPool.Get(nameof(InstanceSegmentationUrpPass));
m_InstanceSegmentationPass.Execute(context, commandBuffer, renderingData.cameraData.camera, renderingData.cullResults);
CommandBufferPool.Release(commandBuffer);
}
}
class SemanticSegmentationUrpPass : ScriptableRenderPass
{
SemanticSegmentationCrossPipelinePass m_SemanticSegmentationCrossPipelinePass;
public SemanticSegmentationUrpPass(Camera camera, RenderTexture targetTexture, LabelingConfiguration labelingConfiguration)
{
m_SemanticSegmentationCrossPipelinePass = new SemanticSegmentationCrossPipelinePass(camera, labelingConfiguration);
ConfigureTarget(targetTexture, targetTexture.depthBuffer);
m_SemanticSegmentationCrossPipelinePass.Setup();
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var commandBuffer = CommandBufferPool.Get(nameof(SemanticSegmentationUrpPass));
m_SemanticSegmentationCrossPipelinePass.Execute(context, commandBuffer, renderingData.cameraData.camera, renderingData.cullResults);
CommandBufferPool.Release(commandBuffer);
}
}
public class GroundTruthRendererFeature : ScriptableRendererFeature
{
public override void Create() {}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
var cameraObject = renderingData.cameraData.camera.gameObject;
var perceptionCamera = cameraObject.GetComponent<PerceptionCamera>();
if (perceptionCamera == null)
return;
#if UNITY_EDITOR
if (!EditorApplication.isPlaying)
return;
#endif
foreach (var pass in perceptionCamera.passes)
renderer.EnqueuePass(pass);
}
}
}
#endif