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