b486678290
Library -Artifacts
95 lines
3.7 KiB
C#
95 lines
3.7 KiB
C#
using System;
|
|
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEngine;
|
|
using UnityEngine.Rendering.Universal.Internal;
|
|
|
|
namespace UnityEngine.Rendering.Universal
|
|
{
|
|
/// <summary>
|
|
/// Type acts as wrapper for post process passes. Can we be recreated and destroyed at any point during runtime with post process data.
|
|
/// </summary>
|
|
internal struct PostProcessPasses : IDisposable
|
|
{
|
|
ColorGradingLutPass m_ColorGradingLutPass;
|
|
PostProcessPass m_PostProcessPass;
|
|
PostProcessPass m_FinalPostProcessPass;
|
|
|
|
RenderTargetHandle m_AfterPostProcessColor;
|
|
RenderTargetHandle m_ColorGradingLut;
|
|
|
|
PostProcessData m_RendererPostProcessData;
|
|
PostProcessData m_CurrentPostProcessData;
|
|
Material m_BlitMaterial;
|
|
|
|
public ColorGradingLutPass colorGradingLutPass { get => m_ColorGradingLutPass; }
|
|
public PostProcessPass postProcessPass { get => m_PostProcessPass; }
|
|
public PostProcessPass finalPostProcessPass { get => m_FinalPostProcessPass; }
|
|
public RenderTargetHandle afterPostProcessColor { get => m_AfterPostProcessColor; }
|
|
public RenderTargetHandle colorGradingLut { get => m_ColorGradingLut; }
|
|
|
|
public bool isCreated { get => m_CurrentPostProcessData != null; }
|
|
|
|
public PostProcessPasses(PostProcessData rendererPostProcessData, Material blitMaterial)
|
|
{
|
|
m_ColorGradingLutPass = null;
|
|
m_PostProcessPass = null;
|
|
m_FinalPostProcessPass = null;
|
|
m_AfterPostProcessColor = new RenderTargetHandle();
|
|
m_ColorGradingLut = new RenderTargetHandle();
|
|
m_CurrentPostProcessData = null;
|
|
|
|
m_AfterPostProcessColor.Init("_AfterPostProcessTexture");
|
|
m_ColorGradingLut.Init("_InternalGradingLut");
|
|
|
|
m_RendererPostProcessData = rendererPostProcessData;
|
|
m_BlitMaterial = blitMaterial;
|
|
|
|
|
|
Recreate(rendererPostProcessData);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Recreates post process passes with supplied data. If already contains valid post process passes, they will be replaced by new ones.
|
|
/// </summary>
|
|
/// <param name="data">Resources used for creating passes. In case of the null, no passes will be created.</param>
|
|
public void Recreate(PostProcessData data)
|
|
{
|
|
if (m_RendererPostProcessData)
|
|
data = m_RendererPostProcessData;
|
|
|
|
if (data == m_CurrentPostProcessData)
|
|
return;
|
|
|
|
if (m_CurrentPostProcessData != null)
|
|
{
|
|
m_ColorGradingLutPass?.Cleanup();
|
|
m_PostProcessPass?.Cleanup();
|
|
m_FinalPostProcessPass?.Cleanup();
|
|
|
|
// We need to null post process passes to avoid using them
|
|
m_ColorGradingLutPass = null;
|
|
m_PostProcessPass = null;
|
|
m_FinalPostProcessPass = null;
|
|
m_CurrentPostProcessData = null;
|
|
}
|
|
|
|
if (data != null)
|
|
{
|
|
m_ColorGradingLutPass = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingPrePasses, data);
|
|
m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing, data, m_BlitMaterial);
|
|
m_FinalPostProcessPass = new PostProcessPass(RenderPassEvent.AfterRenderingPostProcessing, data, m_BlitMaterial);
|
|
m_CurrentPostProcessData = data;
|
|
}
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
// always dispose unmanaged resources
|
|
m_ColorGradingLutPass?.Cleanup();
|
|
m_PostProcessPass?.Cleanup();
|
|
m_FinalPostProcessPass?.Cleanup();
|
|
}
|
|
}
|
|
}
|