Ejemplo n.º 1
0
 private void DrawNormal(Decal decal, Material material, ref int n)
 {
     if (decal.HighQualityBlending)
     {
         // Create of copy of GBuffer1 (specular / smoothness) and GBuffer 2 (normal)
         _bufferDeferred.Blit(BuiltinRenderTextureType.GBuffer1, _copy1ID);
         _bufferDeferred.Blit(BuiltinRenderTextureType.GBuffer2, _copy2ID);
         _bufferDeferred.SetRenderTarget(_normalRenderTarget, BuiltinRenderTextureType.CameraTarget);
         _instancedBlock.Clear();
         _instancedBlock.SetFloat("_MaskMultiplier", decal.Fade);
         _instancedBlock.SetFloat("_LimitTo", decal.LimitTo ? decal.LimitTo.GetInstanceID() : _noLimitToValue);
         _instancedBlock.SetVectorArray("_Color", _colors);
         _bufferDeferred.DrawMesh(_cubeMesh, decal.transform.localToWorldMatrix, material, 0, 1, _instancedBlock);
     }
     else
     {
         if (UseInstancing)
         {
             // Instanced drawing
             _matrices[n]      = decal.transform.localToWorldMatrix;
             _fadeValues[n]    = decal.Fade;
             _limitToValues[n] = decal.LimitTo ? decal.LimitTo.GetInstanceID() : _noLimitToValue;
             _colors[n]        = decal.Color;
             ++n;
             if (n == 1023)
             {
                 // Create of copy of GBuffer1 (specular / smoothness) and GBuffer 2 (normal)
                 _bufferDeferred.Blit(BuiltinRenderTextureType.GBuffer1, _copy1ID);
                 _bufferDeferred.Blit(BuiltinRenderTextureType.GBuffer2, _copy2ID);
                 _bufferDeferred.SetRenderTarget(_normalRenderTarget, BuiltinRenderTextureType.CameraTarget);
                 _instancedBlock.Clear();
                 _instancedBlock.SetFloatArray("_MaskMultiplier", _fadeValues);
                 _instancedBlock.SetFloatArray("_LimitTo", _limitToValues);
                 _instancedBlock.SetVectorArray("_Color", _colors);
                 _bufferDeferred.DrawMeshInstanced(_cubeMesh, 0, material, 1, _matrices, n, _instancedBlock);
                 n = 0;
             }
         }
         else
         {
             if (n == 0)
             {
                 // Create of copy of GBuffer1 (specular / smoothness) and GBuffer 2 (normal)
                 _bufferDeferred.Blit(BuiltinRenderTextureType.GBuffer1, _copy1ID);
                 _bufferDeferred.Blit(BuiltinRenderTextureType.GBuffer2, _copy2ID);
             }
             _bufferDeferred.SetRenderTarget(_normalRenderTarget, BuiltinRenderTextureType.CameraTarget);
             _instancedBlock.Clear();
             _instancedBlock.SetFloat("_MaskMultiplier", decal.Fade);
             _instancedBlock.SetFloat("_LimitTo", decal.LimitTo ? decal.LimitTo.GetInstanceID() : _noLimitToValue);
             _instancedBlock.SetVectorArray("_Color", _colors);
             _bufferDeferred.DrawMesh(_cubeMesh, decal.transform.localToWorldMatrix, material, 0, 1, _instancedBlock);
             ++n;
         }
     }
 }
Ejemplo n.º 2
0
        public void Add(Decal decal, GameObject limitTo)
        {
            if (limitTo)
            {
                _limitToGameObjects.Add(limitTo);
            }
            switch (decal.RenderMode)
            {
            case Decal.DecalRenderMode.Deferred:
                AddDeferred(decal);
                break;

            case Decal.DecalRenderMode.Unlit:
                AddUnlit(decal);
                break;
            }
        }
Ejemplo n.º 3
0
        private void AddUnlit(Decal decal)
        {
            if (!_unlitDecals.ContainsKey(decal.RenderOrder))
            {
                _unlitDecals.Add(decal.RenderOrder, new Dictionary <Material, HashSet <Decal> >());
            }
            var dict = _unlitDecals[decal.RenderOrder];

            if (!dict.ContainsKey(decal.Material))
            {
                dict.Add(decal.Material, new HashSet <Decal> {
                    decal
                });
            }
            else
            {
                dict[decal.Material].Add(decal);
            }
        }
Ejemplo n.º 4
0
 private void DrawAlbedo(Decal decal, Material material, ref int n)
 {
     if (UseInstancing && !decal.UseLightProbes)
     {
         _matrices[n]      = decal.transform.localToWorldMatrix;
         _fadeValues[n]    = decal.Fade;
         _limitToValues[n] = decal.LimitTo ? decal.LimitTo.GetInstanceID() : _noLimitToValue;
         _colors[n]        = decal.Color;
         ++n;
         if (n == 1023)
         {
             _instancedBlock.Clear();
             _instancedBlock.SetFloatArray("_MaskMultiplier", _fadeValues);
             _instancedBlock.SetFloatArray("_LimitTo", _limitToValues);
             _instancedBlock.SetVectorArray("_Color", _colors);
             SetLightProbeOnBlock(RenderSettings.ambientProbe, _instancedBlock);
             _bufferDeferred.DrawMeshInstanced(_cubeMesh, 0, material, 0, _matrices, n, _instancedBlock);
             n = 0;
         }
     }
     else
     {
         // Fall back to non-instanced rendering
         _directBlock.Clear();
         _directBlock.SetFloat("_MaskMultiplier", decal.Fade);
         _directBlock.SetFloat("_LimitTo", decal.LimitTo ? decal.LimitTo.GetInstanceID() : _noLimitToValue);
         _directBlock.SetVectorArray("_Color", _colors);
         // Interpolate a light probe for this probe, if requested
         if (decal.UseLightProbes)
         {
             LightProbes.GetInterpolatedProbe(decal.transform.position, decal.Mr, out var probe);
             SetLightProbeOnBlock(probe, _directBlock);
         }
         _bufferDeferred.DrawMesh(_cubeMesh, decal.transform.localToWorldMatrix, material, 0, 0, _directBlock);
     }
 }