コード例 #1
0
        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,
            };
        }
コード例 #2
0
        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;
                }
            }
        }
コード例 #3
0
        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;
        }
コード例 #4
0
    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,
        };
    }