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