b486678290
Library -Artifacts
591 lines
26 KiB
C#
591 lines
26 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.ComponentModel;
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using Unity.Collections;
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using UnityEngine.Scripting.APIUpdating;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Input requirements for <c>ScriptableRenderPass</c>.
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/// </summary>
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/// <seealso cref="ConfigureInput"/>
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[Flags]
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public enum ScriptableRenderPassInput
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{
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None = 0,
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Depth = 1 << 0,
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Normal = 1 << 1,
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Color = 1 << 2,
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Motion = 1 << 3
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}
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// Note: Spaced built-in events so we can add events in between them
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// We need to leave room as we sort render passes based on event.
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// Users can also inject render pass events in a specific point by doing RenderPassEvent + offset
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/// <summary>
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/// Controls when the render pass executes.
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/// </summary>
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public enum RenderPassEvent
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{
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> before rendering any other passes in the pipeline.
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/// Camera matrices and stereo rendering are not setup this point.
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/// You can use this to draw to custom input textures used later in the pipeline, f.ex LUT textures.
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/// </summary>
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BeforeRendering = 0,
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> before rendering shadowmaps.
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/// Camera matrices and stereo rendering are not setup this point.
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/// </summary>
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BeforeRenderingShadows = 50,
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> after rendering shadowmaps.
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/// Camera matrices and stereo rendering are not setup this point.
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/// </summary>
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AfterRenderingShadows = 100,
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> before rendering prepasses, f.ex, depth prepass.
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/// Camera matrices and stereo rendering are already setup at this point.
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/// </summary>
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BeforeRenderingPrePasses = 150,
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[EditorBrowsable(EditorBrowsableState.Never)]
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[Obsolete("Obsolete, to match the capital from 'Prepass' to 'PrePass' (UnityUpgradable) -> BeforeRenderingPrePasses")]
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BeforeRenderingPrepasses = 151,
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> after rendering prepasses, f.ex, depth prepass.
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/// Camera matrices and stereo rendering are already setup at this point.
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/// </summary>
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AfterRenderingPrePasses = 200,
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> before rendering gbuffer pass.
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/// </summary>
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BeforeRenderingGbuffer = 210,
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> after rendering gbuffer pass.
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/// </summary>
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AfterRenderingGbuffer = 220,
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> before rendering deferred shading pass.
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/// </summary>
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BeforeRenderingDeferredLights = 230,
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> after rendering deferred shading pass.
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/// </summary>
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AfterRenderingDeferredLights = 240,
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> before rendering opaque objects.
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/// </summary>
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BeforeRenderingOpaques = 250,
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> after rendering opaque objects.
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/// </summary>
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AfterRenderingOpaques = 300,
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> before rendering the sky.
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/// </summary>
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BeforeRenderingSkybox = 350,
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> after rendering the sky.
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/// </summary>
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AfterRenderingSkybox = 400,
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> before rendering transparent objects.
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/// </summary>
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BeforeRenderingTransparents = 450,
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> after rendering transparent objects.
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/// </summary>
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AfterRenderingTransparents = 500,
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> before rendering post-processing effects.
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/// </summary>
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BeforeRenderingPostProcessing = 550,
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> after rendering post-processing effects but before final blit, post-processing AA effects and color grading.
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/// </summary>
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AfterRenderingPostProcessing = 600,
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/// <summary>
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/// Executes a <c>ScriptableRenderPass</c> after rendering all effects.
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/// </summary>
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AfterRendering = 1000,
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}
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/// <summary>
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/// <c>ScriptableRenderPass</c> implements a logical rendering pass that can be used to extend Universal RP renderer.
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/// </summary>
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public abstract partial class ScriptableRenderPass
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{
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public RenderPassEvent renderPassEvent { get; set; }
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public RenderTargetIdentifier[] colorAttachments
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{
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get => m_ColorAttachments;
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}
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public RenderTargetIdentifier colorAttachment
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{
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get => m_ColorAttachments[0];
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}
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public RenderTargetIdentifier depthAttachment
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{
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get => m_DepthAttachment;
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}
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public RenderBufferStoreAction[] colorStoreActions
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{
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get => m_ColorStoreActions;
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}
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public RenderBufferStoreAction depthStoreAction
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{
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get => m_DepthStoreAction;
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}
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internal bool[] overriddenColorStoreActions
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{
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get => m_OverriddenColorStoreActions;
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}
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internal bool overriddenDepthStoreAction
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{
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get => m_OverriddenDepthStoreAction;
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}
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/// <summary>
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/// The input requirements for the <c>ScriptableRenderPass</c>, which has been set using <c>ConfigureInput</c>
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/// </summary>
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/// <seealso cref="ConfigureInput"/>
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public ScriptableRenderPassInput input
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{
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get => m_Input;
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}
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public ClearFlag clearFlag
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{
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get => m_ClearFlag;
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}
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public Color clearColor
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{
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get => m_ClearColor;
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}
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RenderBufferStoreAction[] m_ColorStoreActions = new RenderBufferStoreAction[] { RenderBufferStoreAction.Store };
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RenderBufferStoreAction m_DepthStoreAction = RenderBufferStoreAction.Store;
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// by default all store actions are Store. The overridden flags are used to keep track of explicitly requested store actions, to
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// help figuring out the correct final store action for merged render passes when using the RenderPass API.
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private bool[] m_OverriddenColorStoreActions = new bool[] { false };
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private bool m_OverriddenDepthStoreAction = false;
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/// <summary>
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/// A ProfilingSampler for the entire render pass. Used as a profiling name by <c>ScriptableRenderer</c> when executing the pass.
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/// Default is <c>Unnamed_ScriptableRenderPass</c>.
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/// Set <c>base.profilingSampler</c> from the sub-class constructor to set a profiling name for a custom <c>ScriptableRenderPass</c>.
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/// </summary>
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protected internal ProfilingSampler profilingSampler { get; set; }
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internal bool overrideCameraTarget { get; set; }
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internal bool isBlitRenderPass { get; set; }
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internal bool useNativeRenderPass { get; set; }
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internal int renderTargetWidth { get; set; }
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internal int renderTargetHeight { get; set; }
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internal int renderTargetSampleCount { get; set; }
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internal bool depthOnly { get; set; }
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// this flag is updated each frame to keep track of which pass is the last for the current camera
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internal bool isLastPass { get; set; }
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// index to track the position in the current frame
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internal int renderPassQueueIndex { get; set; }
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internal NativeArray<int> m_ColorAttachmentIndices;
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internal NativeArray<int> m_InputAttachmentIndices;
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internal GraphicsFormat[] renderTargetFormat { get; set; }
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RenderTargetIdentifier[] m_ColorAttachments = new RenderTargetIdentifier[] { BuiltinRenderTextureType.CameraTarget };
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internal RenderTargetIdentifier[] m_InputAttachments = new RenderTargetIdentifier[8];
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internal bool[] m_InputAttachmentIsTransient = new bool[8];
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RenderTargetIdentifier m_DepthAttachment = BuiltinRenderTextureType.CameraTarget;
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ScriptableRenderPassInput m_Input = ScriptableRenderPassInput.None;
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ClearFlag m_ClearFlag = ClearFlag.None;
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Color m_ClearColor = Color.black;
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internal DebugHandler GetActiveDebugHandler(RenderingData renderingData)
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{
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var debugHandler = renderingData.cameraData.renderer.DebugHandler;
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if ((debugHandler != null) && debugHandler.IsActiveForCamera(ref renderingData.cameraData))
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return debugHandler;
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return null;
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}
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public ScriptableRenderPass()
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{
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renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
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m_ColorAttachments = new RenderTargetIdentifier[] { BuiltinRenderTextureType.CameraTarget, 0, 0, 0, 0, 0, 0, 0 };
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m_InputAttachments = new RenderTargetIdentifier[] { -1, -1, -1, -1, -1, -1, -1, -1 };
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m_InputAttachmentIsTransient = new bool[] { false, false, false, false, false, false, false, false };
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m_DepthAttachment = BuiltinRenderTextureType.CameraTarget;
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m_ColorStoreActions = new RenderBufferStoreAction[] { RenderBufferStoreAction.Store, 0, 0, 0, 0, 0, 0, 0 };
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m_DepthStoreAction = RenderBufferStoreAction.Store;
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m_OverriddenColorStoreActions = new bool[] { false, false, false, false, false, false, false, false };
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m_OverriddenDepthStoreAction = false;
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m_ClearFlag = ClearFlag.None;
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m_ClearColor = Color.black;
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overrideCameraTarget = false;
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isBlitRenderPass = false;
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profilingSampler = new ProfilingSampler($"Unnamed_{nameof(ScriptableRenderPass)}");
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useNativeRenderPass = true;
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renderTargetWidth = -1;
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renderTargetHeight = -1;
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renderTargetSampleCount = -1;
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renderPassQueueIndex = -1;
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renderTargetFormat = new GraphicsFormat[]
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{
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GraphicsFormat.None, GraphicsFormat.None, GraphicsFormat.None,
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GraphicsFormat.None, GraphicsFormat.None, GraphicsFormat.None, GraphicsFormat.None, GraphicsFormat.None
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};
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depthOnly = false;
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}
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/// <summary>
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/// Configures Input Requirements for this render pass.
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/// This method should be called inside <c>ScriptableRendererFeature.AddRenderPasses</c>.
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/// </summary>
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/// <param name="passInput">ScriptableRenderPassInput containing information about what requirements the pass needs.</param>
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/// <seealso cref="ScriptableRendererFeature.AddRenderPasses"/>
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public void ConfigureInput(ScriptableRenderPassInput passInput)
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{
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m_Input = passInput;
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}
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/// <summary>
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/// Configures the Store Action for a color attachment of this render pass.
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/// </summary>
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/// <param name="storeAction">RenderBufferStoreAction to use</param>
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/// <param name="attachmentIndex">Index of the color attachment</param>
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public void ConfigureColorStoreAction(RenderBufferStoreAction storeAction, uint attachmentIndex = 0)
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{
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m_ColorStoreActions[attachmentIndex] = storeAction;
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m_OverriddenColorStoreActions[attachmentIndex] = true;
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}
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/// <summary>
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/// Configures the Store Actions for all the color attachments of this render pass.
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/// </summary>
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/// <param name="storeActions">Array of RenderBufferStoreActions to use</param>
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public void ConfigureColorStoreActions(RenderBufferStoreAction[] storeActions)
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{
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int count = Math.Min(storeActions.Length, m_ColorStoreActions.Length);
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for (uint i = 0; i < count; ++i)
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{
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m_ColorStoreActions[i] = storeActions[i];
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m_OverriddenColorStoreActions[i] = true;
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}
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}
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/// <summary>
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/// Configures the Store Action for the depth attachment of this render pass.
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/// </summary>
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/// <param name="storeAction">RenderBufferStoreAction to use</param>
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public void ConfigureDepthStoreAction(RenderBufferStoreAction storeAction)
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{
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m_DepthStoreAction = storeAction;
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m_OverriddenDepthStoreAction = true;
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}
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internal void ConfigureInputAttachments(RenderTargetIdentifier input, bool isTransient = false)
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{
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m_InputAttachments[0] = input;
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m_InputAttachmentIsTransient[0] = isTransient;
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}
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internal void ConfigureInputAttachments(RenderTargetIdentifier[] inputs)
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{
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m_InputAttachments = inputs;
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}
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internal void ConfigureInputAttachments(RenderTargetIdentifier[] inputs, bool[] isTransient)
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{
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ConfigureInputAttachments(inputs);
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m_InputAttachmentIsTransient = isTransient;
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}
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internal void SetInputAttachmentTransient(int idx, bool isTransient)
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{
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m_InputAttachmentIsTransient[idx] = isTransient;
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}
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internal bool IsInputAttachmentTransient(int idx)
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{
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return m_InputAttachmentIsTransient[idx];
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}
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/// <summary>
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/// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
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/// This method should be called inside Configure.
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/// </summary>
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/// <param name="colorAttachment">Color attachment identifier.</param>
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/// <param name="depthAttachment">Depth attachment identifier.</param>
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/// <seealso cref="Configure"/>
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public void ConfigureTarget(RenderTargetIdentifier colorAttachment, RenderTargetIdentifier depthAttachment)
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{
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m_DepthAttachment = depthAttachment;
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ConfigureTarget(colorAttachment);
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}
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internal void ConfigureTarget(RenderTargetIdentifier colorAttachment, RenderTargetIdentifier depthAttachment, GraphicsFormat format)
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{
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m_DepthAttachment = depthAttachment;
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ConfigureTarget(colorAttachment, format);
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}
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/// <summary>
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/// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
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/// This method should be called inside Configure.
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/// </summary>
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/// <param name="colorAttachment">Color attachment identifier.</param>
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/// <param name="depthAttachment">Depth attachment identifier.</param>
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/// <seealso cref="Configure"/>
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public void ConfigureTarget(RenderTargetIdentifier[] colorAttachments, RenderTargetIdentifier depthAttachment)
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{
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overrideCameraTarget = true;
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uint nonNullColorBuffers = RenderingUtils.GetValidColorBufferCount(colorAttachments);
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if (nonNullColorBuffers > SystemInfo.supportedRenderTargetCount)
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Debug.LogError("Trying to set " + nonNullColorBuffers + " renderTargets, which is more than the maximum supported:" + SystemInfo.supportedRenderTargetCount);
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m_ColorAttachments = colorAttachments;
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m_DepthAttachment = depthAttachment;
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}
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internal void ConfigureTarget(RenderTargetIdentifier[] colorAttachments, RenderTargetIdentifier depthAttachment, GraphicsFormat[] formats)
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{
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ConfigureTarget(colorAttachments, depthAttachment);
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for (int i = 0; i < formats.Length; ++i)
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renderTargetFormat[i] = formats[i];
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}
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/// <summary>
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/// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
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/// This method should be called inside Configure.
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/// </summary>
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/// <param name="colorAttachment">Color attachment identifier.</param>
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/// <seealso cref="Configure"/>
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public void ConfigureTarget(RenderTargetIdentifier colorAttachment)
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{
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overrideCameraTarget = true;
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m_ColorAttachments[0] = colorAttachment;
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for (int i = 1; i < m_ColorAttachments.Length; ++i)
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m_ColorAttachments[i] = 0;
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}
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internal void ConfigureTarget(RenderTargetIdentifier colorAttachment, GraphicsFormat format, int width = -1, int height = -1, int sampleCount = -1, bool depth = false)
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{
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ConfigureTarget(colorAttachment);
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for (int i = 1; i < m_ColorAttachments.Length; ++i)
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renderTargetFormat[i] = GraphicsFormat.None;
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if (depth == true && !GraphicsFormatUtility.IsDepthFormat(format))
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{
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throw new ArgumentException("When configuring a depth only target the passed in format must be a depth format.");
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}
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renderTargetWidth = width;
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renderTargetHeight = height;
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renderTargetSampleCount = sampleCount;
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depthOnly = depth;
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renderTargetFormat[0] = format;
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}
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/// <summary>
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/// Configures render targets for this render pass. Call this instead of CommandBuffer.SetRenderTarget.
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/// This method should be called inside Configure.
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/// </summary>
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/// <param name="colorAttachment">Color attachment identifier.</param>
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/// <seealso cref="Configure"/>
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public void ConfigureTarget(RenderTargetIdentifier[] colorAttachments)
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{
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ConfigureTarget(colorAttachments, BuiltinRenderTextureType.CameraTarget);
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}
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/// <summary>
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/// Configures clearing for the render targets for this render pass. Call this inside Configure.
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/// </summary>
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/// <param name="clearFlag">ClearFlag containing information about what targets to clear.</param>
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/// <param name="clearColor">Clear color.</param>
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/// <seealso cref="Configure"/>
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public void ConfigureClear(ClearFlag clearFlag, Color clearColor)
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{
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m_ClearFlag = clearFlag;
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m_ClearColor = clearColor;
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}
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/// <summary>
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/// This method is called by the renderer before rendering a camera
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/// Override this method if you need to to configure render targets and their clear state, and to create temporary render target textures.
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/// If a render pass doesn't override this method, this render pass renders to the active Camera's render target.
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/// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
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/// </summary>
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/// <param name="cmd">CommandBuffer to enqueue rendering commands. This will be executed by the pipeline.</param>
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/// <param name="renderingData">Current rendering state information</param>
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/// <seealso cref="ConfigureTarget"/>
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/// <seealso cref="ConfigureClear"/>
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public virtual void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{ }
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/// <summary>
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/// This method is called by the renderer before executing the render pass.
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/// Override this method if you need to to configure render targets and their clear state, and to create temporary render target textures.
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/// If a render pass doesn't override this method, this render pass renders to the active Camera's render target.
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/// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
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/// </summary>
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/// <param name="cmd">CommandBuffer to enqueue rendering commands. This will be executed by the pipeline.</param>
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/// <param name="cameraTextureDescriptor">Render texture descriptor of the camera render target.</param>
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/// <seealso cref="ConfigureTarget"/>
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/// <seealso cref="ConfigureClear"/>
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public virtual void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{ }
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/// <summary>
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/// Called upon finish rendering a camera. You can use this callback to release any resources created
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/// by this render
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/// pass that need to be cleanup once camera has finished rendering.
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/// This method be called for all cameras in a camera stack.
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/// </summary>
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/// <param name="cmd">Use this CommandBuffer to cleanup any generated data</param>
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public virtual void OnCameraCleanup(CommandBuffer cmd)
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{
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}
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/// <summary>
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/// Called upon finish rendering a camera stack. You can use this callback to release any resources created
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/// by this render pass that need to be cleanup once all cameras in the stack have finished rendering.
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/// This method will be called once after rendering the last camera in the camera stack.
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/// Cameras that don't have an explicit camera stack are also considered stacked rendering.
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/// In that case the Base camera is the first and last camera in the stack.
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/// </summary>
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|
/// <param name="cmd">Use this CommandBuffer to cleanup any generated data</param>
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|
public virtual void OnFinishCameraStackRendering(CommandBuffer cmd)
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|
{ }
|
|
|
|
/// <summary>
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|
/// Execute the pass. This is where custom rendering occurs. Specific details are left to the implementation
|
|
/// </summary>
|
|
/// <param name="context">Use this render context to issue any draw commands during execution</param>
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|
/// <param name="renderingData">Current rendering state information</param>
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|
public abstract void Execute(ScriptableRenderContext context, ref RenderingData renderingData);
|
|
|
|
/// <summary>
|
|
/// Add a blit command to the context for execution. This changes the active render target in the ScriptableRenderer to
|
|
/// destination.
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|
/// </summary>
|
|
/// <param name="cmd">Command buffer to record command for execution.</param>
|
|
/// <param name="source">Source texture or target identifier to blit from.</param>
|
|
/// <param name="destination">Destination texture or target identifier to blit into. This becomes the renderer active render target.</param>
|
|
/// <param name="material">Material to use.</param>
|
|
/// <param name="passIndex">Shader pass to use. Default is 0.</param>
|
|
/// <seealso cref="ScriptableRenderer"/>
|
|
public void Blit(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier destination, Material material = null, int passIndex = 0)
|
|
{
|
|
ScriptableRenderer.SetRenderTarget(cmd, destination, BuiltinRenderTextureType.CameraTarget, clearFlag, clearColor);
|
|
cmd.Blit(source, destination, material, passIndex);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Add a blit command to the context for execution. This applies the material to the color target.
|
|
/// </summary>
|
|
/// <param name="cmd">Command buffer to record command for execution.</param>
|
|
/// <param name="data">RenderingData to access the active renderer.</param>
|
|
/// <param name="material">Material to use.</param>
|
|
/// <param name="passIndex">Shader pass to use. Default is 0.</param>
|
|
public void Blit(CommandBuffer cmd, ref RenderingData data, Material material, int passIndex = 0)
|
|
{
|
|
var renderer = data.cameraData.renderer;
|
|
|
|
Blit(cmd, renderer.cameraColorTarget, renderer.GetCameraColorFrontBuffer(cmd), material, passIndex);
|
|
renderer.SwapColorBuffer(cmd);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates <c>DrawingSettings</c> based on current the rendering state.
|
|
/// </summary>
|
|
/// <param name="shaderTagId">Shader pass tag to render.</param>
|
|
/// <param name="renderingData">Current rendering state.</param>
|
|
/// <param name="sortingCriteria">Criteria to sort objects being rendered.</param>
|
|
/// <returns></returns>
|
|
/// <seealso cref="DrawingSettings"/>
|
|
public DrawingSettings CreateDrawingSettings(ShaderTagId shaderTagId, ref RenderingData renderingData, SortingCriteria sortingCriteria)
|
|
{
|
|
Camera camera = renderingData.cameraData.camera;
|
|
SortingSettings sortingSettings = new SortingSettings(camera) { criteria = sortingCriteria };
|
|
DrawingSettings settings = new DrawingSettings(shaderTagId, sortingSettings)
|
|
{
|
|
perObjectData = renderingData.perObjectData,
|
|
mainLightIndex = renderingData.lightData.mainLightIndex,
|
|
enableDynamicBatching = renderingData.supportsDynamicBatching,
|
|
|
|
// Disable instancing for preview cameras. This is consistent with the built-in forward renderer. Also fixes case 1127324.
|
|
enableInstancing = camera.cameraType == CameraType.Preview ? false : true,
|
|
};
|
|
return settings;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Creates <c>DrawingSettings</c> based on current rendering state.
|
|
/// </summary>
|
|
/// /// <param name="shaderTagIdList">List of shader pass tag to render.</param>
|
|
/// <param name="renderingData">Current rendering state.</param>
|
|
/// <param name="sortingCriteria">Criteria to sort objects being rendered.</param>
|
|
/// <returns></returns>
|
|
/// <seealso cref="DrawingSettings"/>
|
|
public DrawingSettings CreateDrawingSettings(List<ShaderTagId> shaderTagIdList,
|
|
ref RenderingData renderingData, SortingCriteria sortingCriteria)
|
|
{
|
|
if (shaderTagIdList == null || shaderTagIdList.Count == 0)
|
|
{
|
|
Debug.LogWarning("ShaderTagId list is invalid. DrawingSettings is created with default pipeline ShaderTagId");
|
|
return CreateDrawingSettings(new ShaderTagId("UniversalPipeline"), ref renderingData, sortingCriteria);
|
|
}
|
|
|
|
DrawingSettings settings = CreateDrawingSettings(shaderTagIdList[0], ref renderingData, sortingCriteria);
|
|
for (int i = 1; i < shaderTagIdList.Count; ++i)
|
|
settings.SetShaderPassName(i, shaderTagIdList[i]);
|
|
return settings;
|
|
}
|
|
|
|
public static bool operator <(ScriptableRenderPass lhs, ScriptableRenderPass rhs)
|
|
{
|
|
return lhs.renderPassEvent < rhs.renderPassEvent;
|
|
}
|
|
|
|
public static bool operator >(ScriptableRenderPass lhs, ScriptableRenderPass rhs)
|
|
{
|
|
return lhs.renderPassEvent > rhs.renderPassEvent;
|
|
}
|
|
}
|
|
}
|