public Renderer2D(Renderer2DData data) : base(data) { m_BlitMaterial = CoreUtils.CreateEngineMaterial(data.blitShader); m_ColorGradingLutPass = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingOpaques, data.postProcessData); m_Render2DLightingPass = new Render2DLightingPass(data); m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing, data.postProcessData, m_BlitMaterial); m_FinalPostProcessPass = new PostProcessPass(RenderPassEvent.AfterRenderingPostProcessing, data.postProcessData, m_BlitMaterial); m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering + 1, m_BlitMaterial); #if POST_PROCESSING_STACK_2_0_0_OR_NEWER m_PostProcessPassCompat = new PostProcessPassCompat(RenderPassEvent.BeforeRenderingPostProcessing); #endif m_UseDepthStencilBuffer = data.useDepthStencilBuffer; // We probably should declare these names in the base class, // as they must be the same across all ScriptableRenderer types for camera stacking to work. k_ColorTextureHandle.Init("_CameraColorTexture"); k_DepthTextureHandle.Init("_CameraDepthAttachment"); k_AfterPostProcessColorHandle.Init("_AfterPostProcessTexture"); k_ColorGradingLutHandle.Init("_InternalGradingLut"); m_Renderer2DData = data; supportedRenderingFeatures = new RenderingFeatures() { cameraStacking = true, }; }
public Renderer2D(Renderer2DData data) : base(data) { //创建pass需要的mat m_BlitMaterial = CoreUtils.CreateEngineMaterial(data.blitShader); m_CopyDepthMaterial = CoreUtils.CreateEngineMaterial(data.URPShaders.copyDepthPS); m_SamplingMaterial = CoreUtils.CreateEngineMaterial(data.URPShaders.samplingPS); m_ColorGradingLutPass = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingOpaques, data.postProcessData); m_Render2DLightingPass = new Render2DLightingPass(data); // m_CopyDepthPass = new CopyDepthPass(RenderPassEvent.AfterRenderingTransparents, m_CopyDepthMaterial); m_CopyColorPass = new CopyColorPass(RenderPassEvent.AfterRenderingTransparents, m_SamplingMaterial); // m_Render2DLightingPass = new Render2DLightingPass(data); // m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing, data.postProcessData, m_BlitMaterial); m_FinalPostProcessPass = new PostProcessPass(RenderPassEvent.AfterRenderingPostProcessing, data.postProcessData, m_BlitMaterial); m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering + 1, m_BlitMaterial); #if POST_PROCESSING_STACK_2_0_0_OR_NEWER m_PostProcessPassCompat = new PostProcessPassCompat(RenderPassEvent.BeforeRenderingPostProcessing); #endif m_UseDepthStencilBuffer = data.useDepthStencilBuffer; // We probably should declare these names in the base class, // as they must be the same across all ScriptableRenderer types for camera stacking to work. k_ColorTextureHandle.Init("_CameraColorTexture"); k_DepthTextureHandle.Init("_CameraDepthAttachment"); m_DepthTexture.Init("_2DCameraDepthTexture"); m_OpaqueColor.Init("_2DCameraOpaqueTexture"); k_AfterPostProcessColorHandle.Init("_AfterPostProcessTexture"); k_ColorGradingLutHandle.Init("_InternalGradingLut"); m_Renderer2DData = data; supportedRenderingFeatures = new RenderingFeatures() { cameraStacking = true, }; //Render Feature 支持 m_RenderFeaturePasses = new Render2DObjectPass[m_Renderer2DData.RenderFeatures.Count]; for (int i = 0; i < m_Renderer2DData.RenderFeatures.Count; i++) { var rf = m_Renderer2DData.RenderFeatures[i]; if (rf.filterSettings.PassNames.Length > 0) { var pass = new Render2DObjectPass(data, rf.Event, rf.filterSettings.PassNames, rf.filterSettings.RenderQueueType, rf.filterSettings.LayerMask, rf.cameraSettings); m_RenderFeaturePasses[i] = pass; } } }
public Renderer2D(Renderer2DData data) : base(data) { m_BlitMaterial = CoreUtils.CreateEngineMaterial(data.blitShader); m_ColorGradingLutPass = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingOpaques, data.postProcessData); m_Render2DLightingPass = new Render2DLightingPass(data); m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing, data.postProcessData, m_BlitMaterial); m_FinalPostProcessPass = new PostProcessPass(RenderPassEvent.AfterRenderingPostProcessing, data.postProcessData, m_BlitMaterial); m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering, m_BlitMaterial); #if POST_PROCESSING_STACK_2_0_0_OR_NEWER m_PostProcessPassCompat = new PostProcessPassCompat(RenderPassEvent.BeforeRenderingPostProcessing); #endif m_UseDepthStencilBuffer = data.useDepthStencilBuffer; m_AfterPostProcessColorHandle.Init("_AfterPostProcessTexture"); m_ColorGradingLutHandle.Init("_InternalGradingLut"); m_Renderer2DData = data; }
public CustomForwardRenderer(CustomForwardRendererData 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_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.BeforeRenderingPrepasses, data.postProcessData); m_RenderOpaqueForwardPass = new DrawObjectsPass("Render Opaques", true, RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, data.opaqueLayerMask, m_DefaultStencilState, stencilData.stencilReference); m_CopyDepthPass = new CopyDepthPass(RenderPassEvent.AfterRenderingSkybox, copyDepthMaterial); m_DrawSkyboxPass = new DrawSkyboxPass(RenderPassEvent.BeforeRenderingSkybox); m_CopyColorPass = new CopyColorPass(RenderPassEvent.BeforeRenderingTransparents, samplingMaterial); m_TransparentSettingsPass = new CustomTransparentSettingsPass(RenderPassEvent.BeforeRenderingTransparents, data.shadowTransparentReceive); m_RenderTransparentForwardPass = new DrawObjectsPass("Render Transparents", false, RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent, data.transparentLayerMask, m_DefaultStencilState, stencilData.stencilReference); m_OnRenderObjectCallbackPass = new CustomInvokeOnRenderObjectCallbackPass(RenderPassEvent.BeforeRenderingPostProcessing); m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing, data.postProcessData, blitMaterial); m_FinalPostProcessPass = new PostProcessPass(RenderPassEvent.AfterRendering + 1, data.postProcessData, blitMaterial); m_CapturePass = new CustomCapturePass(RenderPassEvent.AfterRendering); m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering + 1, blitMaterial); #if POST_PROCESSING_STACK_2_0_0_OR_NEWER m_OpaquePostProcessPassCompat = new PostProcessPassCompat(RenderPassEvent.BeforeRenderingOpaques, true); m_PostProcessPassCompat = new PostProcessPassCompat(RenderPassEvent.BeforeRenderingPostProcessing); #endif #if UNITY_EDITOR m_SceneViewDepthCopyPass = new CustomSceneViewDepthCopyPass(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(); supportedRenderingFeatures = new RenderingFeatures() { cameraStacking = true, }; }