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123 行
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using System;
using UnityEngine;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering;
namespace UnityEngine.Perception.GroundTruth
{
abstract class GroundTruthCrossPipelinePass : IGroundTruthGenerator
{
public Camera targetCamera;
bool m_IsActivated;
protected GroundTruthCrossPipelinePass(Camera targetCamera)
{
this.targetCamera = targetCamera;
}
public virtual void Setup()
{
if (targetCamera == null)
throw new InvalidOperationException("targetCamera may not be null");
// If we are forced to activate here we will get zeroes in the first frame.
EnsureActivated();
}
public void Execute(
ScriptableRenderContext renderContext, CommandBuffer cmd, Camera camera, CullingResults cullingResult)
{
// CustomPasses are executed for each camera. We only want to run for the target camera
if (camera != targetCamera)
return;
ExecutePass(renderContext, cmd, camera, cullingResult);
}
protected abstract void ExecutePass(
ScriptableRenderContext renderContext, CommandBuffer cmd, Camera camera, CullingResults cullingResult);
public void EnsureActivated()
{
if (!m_IsActivated)
{
LabelManager.singleton.Activate(this);
m_IsActivated = true;
}
}
public void Cleanup()
{
LabelManager.singleton.Deactivate(this);
}
protected RendererListDesc CreateRendererListDesc(
Camera camera,
CullingResults cullingResult,
string overrideMaterialPassName,
int overrideMaterialPassIndex,
Material overrideMaterial,
LayerMask layerMask)
{
var shaderPasses = new[]
{
new ShaderTagId("Forward"), // HD Lit shader
new ShaderTagId("ForwardOnly"), // HD Unlit shader
new ShaderTagId("SRPDefaultUnlit"), // Cross SRP Unlit shader
new ShaderTagId("UniversalForward"), // URP Forward
new ShaderTagId("LightweightForward"), // LWRP Forward
new ShaderTagId(overrideMaterialPassName), // The override material shader
};
var stateBlock = new RenderStateBlock(0)
{
depthState = new DepthState(true, CompareFunction.LessEqual),
};
var result = new RendererListDesc(shaderPasses, cullingResult, camera)
{
rendererConfiguration = PerObjectData.None,
renderQueueRange = new RenderQueueRange { lowerBound = 0, upperBound = 5000 },
sortingCriteria = SortingCriteria.CommonOpaque,
excludeObjectMotionVectors = false,
overrideMaterial = overrideMaterial,
overrideMaterialPassIndex = overrideMaterialPassIndex,
stateBlock = stateBlock,
layerMask = layerMask,
};
return result;
}
protected static void DrawRendererList(
ScriptableRenderContext renderContext, CommandBuffer cmd, RendererList rendererList)
{
if (!rendererList.isValid)
throw new ArgumentException("Invalid renderer list provided to DrawRendererList");
// This is done here because DrawRenderers API lives outside command buffers so we need to call this before
// doing any DrawRenders or things will be executed out of order
renderContext.ExecuteCommandBuffer(cmd);
cmd.Clear();
if (rendererList.stateBlock == null)
renderContext.DrawRenderers(
rendererList.cullingResult, ref rendererList.drawSettings, ref rendererList.filteringSettings);
else
{
var renderStateBlock = rendererList.stateBlock.Value;
renderContext.DrawRenderers(
rendererList.cullingResult,
ref rendererList.drawSettings,
ref rendererList.filteringSettings,
ref renderStateBlock);
}
}
public abstract void SetupMaterialProperties(
MaterialPropertyBlock mpb, Renderer meshRenderer, Labeling labeling, uint instanceId);
public abstract void ClearMaterialProperties(
MaterialPropertyBlock mpb, Renderer renderer, Labeling labeling, uint instanceId);
}
}