コード例 #1
0
    public void OnCameraChange()
    {
        int targetDisplay = 1;
        var mainCamera    = GetComponent <Camera>();

        for (var i = 0; i < capturePasses.Length; i++)
        {
            CapturePass pass = capturePasses[i];

            if (pass.camera == mainCamera)
            {
                continue;
            }

            // cleanup capturing camera
            pass.camera.RemoveAllCommandBuffers();

            // copy all "main" camera parameters into capturing camera
            pass.camera.CopyFrom(mainCamera);

            // set targetDisplay here since it gets overriden by CopyFrom()
            pass.camera.targetDisplay = targetDisplay++;
        }

        // setup command buffers and replacement shaders
        SetupCameraWithReplacementShader(capturePasses[1].camera, uberReplacementShader, ReplacelementModes.ObjectId);
        SetupCameraWithReplacementShader(capturePasses[2].camera, uberReplacementShader, ReplacelementModes.CategoryId);
        SetupCameraWithReplacementShader(capturePasses[3].camera, uberReplacementShader, ReplacelementModes.DepthCompressed, Color.white);
        SetupCameraWithReplacementShader(capturePasses[4].camera, uberReplacementShader, ReplacelementModes.Normals);
    }
コード例 #2
0
    static private CapturePass[] AddPass(CapturePass[] arr, CapturePass inp)
    {
        int n = arr.Length;

        CapturePass[] finalArray = new CapturePass[n + 1];
        for (int i = 0; i < n; i++)
        {
            finalArray[i] = arr[i];
        }
        finalArray[n] = inp;
        return(finalArray);
    }
コード例 #3
0
        public ForwardRenderer(ForwardRendererData data) : base(data)
        {
            Downsampling downsamplingMethod = LightweightRenderPipeline.asset.opaqueDownsampling;

            Material blitMaterial               = CoreUtils.CreateEngineMaterial(data.blitShader);
            Material copyDepthMaterial          = CoreUtils.CreateEngineMaterial(data.copyDepthShader);
            Material samplingMaterial           = CoreUtils.CreateEngineMaterial(data.samplingShader);
            Material screenspaceShadowsMaterial = CoreUtils.CreateEngineMaterial(data.screenSpaceShadowShader);
            Material ssDownSampleMaterial       = CoreUtils.CreateEngineMaterial("Hidden/Lightweight Render Pipeline/SSDownSample");

            // Note: Since all custom render passes inject first and we have stable sort,
            // we inject the builtin passes in the before events.
            m_MainLightShadowCasterPass        = new MainLightShadowCasterPass(RenderPassEvent.BeforeRenderingShadows);
            m_AdditionalLightsShadowCasterPass = new AdditionalLightsShadowCasterPass(RenderPassEvent.BeforeRenderingShadows);
            m_DepthPrepass = new DepthOnlyPass(RenderPassEvent.BeforeRenderingPrepasses, RenderQueueRange.all);
            m_ScreenSpaceShadowResolvePass = new ScreenSpaceShadowResolvePass(RenderPassEvent.BeforeRenderingPrepasses, screenspaceShadowsMaterial);
            m_SSSDownsamplePass            = new SSShadowDownSamplePass(RenderPassEvent.BeforeRenderingPrepasses, ssDownSampleMaterial);

            m_RenderOpaqueForwardPass = new RenderOpaqueForwardPass(RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, data.opaqueLayerMask);

            m_CopyDepthPass         = new CopyDepthPass(RenderPassEvent.BeforeRenderingOpaques, copyDepthMaterial);
            m_OpaquePostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingOpaques, true);
            m_DrawSkyboxPass        = new DrawSkyboxPass(RenderPassEvent.BeforeRenderingSkybox);
            m_CopyColorPass         = new CopyColorPass(RenderPassEvent.BeforeRenderingTransparents, samplingMaterial, downsamplingMethod);
            //m_RenderOpaqueDiscardAndBlendPass = new RenderOpaqueDiscardAndBlendPass(RenderPassEvent.BeforeRenderingTransparents , new RenderQueueRange(2350,2550), data.opaqueLayerMask);

            m_RenderTransparentForwardPass = new RenderTransparentForwardPass(RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent, data.transparentLayerMask);

            //m_RenderObjectsPass = new RenderObjectsPass(RenderPassEvent.AfterRenderingTransparents, RenderQueueRange.all);

            m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing);
            m_UICameraPass    = new UICameraPass(RenderPassEvent.AfterRendering, RenderQueueRange.transparent, data.transparentLayerMask);
            m_CapturePass     = new CapturePass(RenderPassEvent.AfterRendering);
            m_FinalBlitPass   = new FinalBlitPass(RenderPassEvent.AfterRendering, blitMaterial);

#if UNITY_EDITOR
            m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(RenderPassEvent.AfterRendering + 9, copyDepthMaterial);
#endif

            // RenderTexture format depends on camera and pipeline (HDR, non HDR, etc)
            // Samples (MSAA) depend on camera and pipeline
            m_CameraColorAttachment.Init("_CameraColorTexture");
            m_CameraDepthAttachment.Init("_CameraDepthAttachment");
            m_DepthTexture.Init("_CameraDepthTexture");
            m_OpaqueColor.Init("_CameraOpaqueTexture");

            //m_CameraNormalAttachment.Init("_CameraNormalAttachment");

            m_ForwardLights = new ForwardLights();
        }
コード例 #4
0
        public ForwardRenderer(ForwardRendererData data) : base(data)
        {
            Material blitMaterial               = CoreUtils.CreateEngineMaterial(data.shaders.blitPS);
            Material copyDepthMaterial          = CoreUtils.CreateEngineMaterial(data.shaders.copyDepthPS);
            Material samplingMaterial           = CoreUtils.CreateEngineMaterial(data.shaders.samplingPS);
            Material screenspaceShadowsMaterial = CoreUtils.CreateEngineMaterial(data.shaders.screenSpaceShadowPS);

            StencilStateData stencilData = data.defaultStencilState;

            m_DefaultStencilState         = StencilState.defaultValue;
            m_DefaultStencilState.enabled = stencilData.overrideStencilState;
            m_DefaultStencilState.SetCompareFunction(stencilData.stencilCompareFunction);
            m_DefaultStencilState.SetPassOperation(stencilData.passOperation);
            m_DefaultStencilState.SetFailOperation(stencilData.failOperation);
            m_DefaultStencilState.SetZFailOperation(stencilData.zFailOperation);

            // Note: Since all custom render passes inject first and we have stable sort,
            // we inject the builtin passes in the before events.
            m_VolumeBlendingPass               = new VolumeBlendingPass(RenderPassEvent.BeforeRendering);
            m_MainLightShadowCasterPass        = new MainLightShadowCasterPass(RenderPassEvent.BeforeRenderingShadows);
            m_AdditionalLightsShadowCasterPass = new AdditionalLightsShadowCasterPass(RenderPassEvent.BeforeRenderingShadows);
            m_DepthPrepass = new DepthOnlyPass(RenderPassEvent.BeforeRenderingPrepasses, RenderQueueRange.opaque, data.opaqueLayerMask);
            m_ScreenSpaceShadowResolvePass = new ScreenSpaceShadowResolvePass(RenderPassEvent.BeforeRenderingPrepasses, screenspaceShadowsMaterial);
            m_ColorGradingLutPass          = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingOpaques, data.postProcessData);
            m_RenderOpaqueForwardPass      = new DrawObjectsPass("Render Opaques", true, RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, data.opaqueLayerMask, m_DefaultStencilState, stencilData.stencilReference);
            m_CopyDepthPass  = new CopyDepthPass(RenderPassEvent.BeforeRenderingOpaques, copyDepthMaterial);
            m_DrawSkyboxPass = new DrawSkyboxPass(RenderPassEvent.BeforeRenderingSkybox);
            m_CopyColorPass  = new CopyColorPass(RenderPassEvent.BeforeRenderingTransparents, samplingMaterial);
            m_RenderTransparentForwardPass = new DrawObjectsPass("Render Transparents", false, RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent, data.transparentLayerMask, m_DefaultStencilState, stencilData.stencilReference);
            m_PostProcessPass      = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing, data.postProcessData);
            m_FinalPostProcessPass = new PostProcessPass(RenderPassEvent.AfterRenderingPostProcessing, data.postProcessData);
            m_CapturePass          = new CapturePass(RenderPassEvent.AfterRendering);
            m_FinalBlitPass        = new FinalBlitPass(RenderPassEvent.AfterRendering, blitMaterial);

#if UNITY_EDITOR
            m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(RenderPassEvent.AfterRendering + 9, copyDepthMaterial);
#endif

            // RenderTexture format depends on camera and pipeline (HDR, non HDR, etc)
            // Samples (MSAA) depend on camera and pipeline
            m_CameraColorAttachment.Init("_CameraColorTexture");
            m_CameraDepthAttachment.Init("_CameraDepthAttachment");
            m_DepthTexture.Init("_CameraDepthTexture");
            m_OpaqueColor.Init("_CameraOpaqueTexture");
            m_AfterPostProcessColor.Init("_AfterPostProcessTexture");
            m_ColorGradingLut.Init("_InternalGradingLut");
            m_ForwardLights = new ForwardLights();
        }