コード例 #1
0
        void SetupInstanceSegmentation()
        {
            var myCamera = GetComponent <Camera>();
            var width    = myCamera.pixelWidth;
            var height   = myCamera.pixelHeight;

            m_InstanceSegmentationTexture            = new RenderTexture(new RenderTextureDescriptor(width, height, GraphicsFormat.R8G8B8A8_UNorm, 8));
            m_InstanceSegmentationTexture.filterMode = FilterMode.Point;
            m_InstanceSegmentationTexture.name       = "InstanceSegmentation";

            m_RenderedObjectInfoGenerator = new RenderedObjectInfoGenerator();

#if HDRP_PRESENT || URP_PRESENT
#if HDRP_PRESENT
            var customPassVolume = this.GetComponent <CustomPassVolume>() ?? gameObject.AddComponent <CustomPassVolume>();
            customPassVolume.injectionPoint = CustomPassInjectionPoint.BeforeRendering;
            customPassVolume.isGlobal       = true;
            m_InstanceSegmentationPass      = new InstanceSegmentationPass()
            {
                name          = "Instance segmentation pass",
                targetCamera  = GetComponent <Camera>(),
                targetTexture = m_InstanceSegmentationTexture
            };
            m_InstanceSegmentationPass.EnsureInit();
            customPassVolume.customPasses.Add(m_InstanceSegmentationPass);


            m_LensDistortionPass = new LensDistortionPass(GetComponent <Camera>(), m_InstanceSegmentationTexture)
            {
                name = "Instance Segmentation Lens Distortion Pass"
            };
            m_LensDistortionPass.EnsureInit();
            customPassVolume.customPasses.Add(m_LensDistortionPass);

            m_fLensDistortionEnabled = true;
#elif URP_PRESENT
            m_InstanceSegmentationPass = new InstanceSegmentationUrpPass(myCamera, m_InstanceSegmentationTexture);
            AddScriptableRenderPass(m_InstanceSegmentationPass);

            // Lens Distortion
            m_LensDistortionPass = new LensDistortionUrpPass(myCamera, m_InstanceSegmentationTexture);
            AddScriptableRenderPass(m_LensDistortionPass);

            m_fLensDistortionEnabled = true;
#endif
            m_LensDistortionPass.m_LensDistortionCrossPipelinePass.lensDistortionOverride =
                m_LensDistortionIntensityOverride;
#endif

            m_InstanceSegmentationReader = new RenderTextureReader <Color32>(m_InstanceSegmentationTexture, myCamera, (frameCount, data, tex) =>
            {
                InstanceSegmentationImageReadback?.Invoke(frameCount, data, tex);
                if (RenderedObjectInfosCalculated != null)
                {
                    m_RenderedObjectInfoGenerator.Compute(data, tex.width, BoundingBoxOrigin.TopLeft, out var renderedObjectInfos, Allocator.Temp);
                    RenderedObjectInfosCalculated?.Invoke(frameCount, renderedObjectInfos);
                    renderedObjectInfos.Dispose();
                }
        void CaptureInstanceSegmentation(ScriptableRenderContext scriptableRenderContext)
        {
            var width = m_InstanceSegmentationTexture.width;

            m_InstanceSegmentationReader.Capture(scriptableRenderContext, (frameCount, data, renderTexture) =>
            {
                InstanceSegmentationImageReadback?.Invoke(frameCount, data, m_InstanceSegmentationTexture);

                if (RenderedObjectInfosCalculated != null)
                {
                    m_RenderedObjectInfoGenerator.Compute(data, width,
                                                          BoundingBoxOrigin.TopLeft, out var renderedObjectInfos, Allocator.Temp);
                    RenderedObjectInfosCalculated?.Invoke(frameCount, renderedObjectInfos);
                    renderedObjectInfos.Dispose();
                }