Example #1
0
 /// <summary>
 /// Create a specific level of the the buffer
 /// </summary>
 /// <param name="renderContext"></param>
 /// <param name="level"></param>
 /// <param name="cmd"></param>
 /// <param name="format"></param>
 internal void CreateTemporary(RenderContext[] renderContext, int level, CommandBuffer cmd, RenderTextureFormat format, RenderPipeline renderPipeline)
 {
     if (renderPipeline == RenderPipeline.SRP)
     {
                         #if UNITY_2017_1_OR_NEWER
         cmd.GetTemporaryRT(renderTargets[level].identifier, renderContext[level].descriptor, FilterMode.Bilinear);
                         #else
         cmd.GetTemporaryRT(renderTargets[level].identifier, renderContext[level].width, renderContext[level].height, 0, FilterMode.Bilinear, format, RenderTextureReadWrite.Default, 1);
                         #endif
     }
     else
     {
         renderTargets[level].renderTexture = PipelineExtensions.GetTemporary(renderContext[level], format);
     }
 }
Example #2
0
        /// <summary>
        /// Renders the effect from source into destination buffer
        /// </summary>
        /// <param name="source"></param>
        /// <param name="destination"></param>
        internal void Build(RenderTargetIdentifier source, RenderTargetIdentifier destination, Settings settings, CommandBuffer cmd, Camera renderingCamera)
        {
            _commandBuffer   = cmd;
            _settings        = settings;
            _renderingCamera = renderingCamera;

            _commandBuffer.BeginSample(PipelineProperties.CommandBufferProperties.samplePrepare);

            CheckFeatureSupport();

            _sourceFrameBuffer = source;
            #if UNITY_2018_2_OR_NEWER
            _destinationFrameBuffer = new RenderTargetIdentifier(destination, 0, CubemapFace.Unknown, -1);
            #else
            _destinationFrameBuffer = destination;
            #endif

            UpdateRenderBuffers();
            _commandBuffer.EndSample(PipelineProperties.CommandBufferProperties.samplePrepare);

            //Prepare for selective glow
            if (_settings.workflow == Workflow.Selective)
            {
                _commandBuffer.BeginSample(PipelineProperties.CommandBufferProperties.sampleReplacement);
                _selectiveRenderContext.UpdateRenderContext(_renderingCamera, _renderTextureFormat, 16, _sourceContext[0].renderDimension);
                _selectiveRenderTexture = PipelineExtensions.GetTemporary(_selectiveRenderContext, _renderTextureFormat);
                SetupSelectiveGlowCamera();
                selectiveGlowCamera.RenderWithShader(_resources.selectiveRenderShader, _selectiveReplacementTag);
                _commandBuffer.EndSample(PipelineProperties.CommandBufferProperties.sampleReplacement);
            }

            _commandBuffer.BeginSample(PipelineProperties.CommandBufferProperties.sampleSetup);
            UpdateConstantBuffers();
            _commandBuffer.EndSample(PipelineProperties.CommandBufferProperties.sampleSetup);

            PreSample();
            Downsample();
            Upsample();
            Composite();
        }
Example #3
0
 /// <summary>
 /// Create a specific level of the the buffer
 /// </summary>
 /// <param name="renderContext"></param>
 /// <param name="level"></param>
 /// <param name="format"></param>
 internal void CreateTemporary(RenderContext[] renderContext, int level, RenderTextureFormat format)
 {
     renderTargets[level] = PipelineExtensions.GetTemporary(renderContext[level], format);
 }