コード例 #1
0
 public void RenderAfterOpaque(SPostProcessingParam param)
 {
     m_param = param;
     initializeStatic();
     if (m_depthStripes)
     {
         depthStripes();
     }
 }
コード例 #2
0
ファイル: CameraRenderer.cs プロジェクト: zx112154/Unity-SRP
    /// <summary>
    /// 绘制场景
    /// </summary>
    private void drawVisibleGeometry()
    {
        //渲染不透明物体
        var sortingSettings = new SortingSettings(m_camera)
        {
            criteria = SortingCriteria.CommonOpaque
        };
        var drawingSettings   = new DrawingSettings(s_unlitShaderTagId, sortingSettings);
        var filteringSettings = new FilteringSettings(RenderQueueRange.opaque);

        //设置单个物体输入灯光数据
        if (m_cullingResults.visibleLights.Length > 0)
        {
            drawingSettings.perObjectData = PerObjectData.LightData | PerObjectData.LightIndices;
        }

        //设置启用反射探针
        drawingSettings.perObjectData |= PerObjectData.ReflectionProbes;

        //是否开启动态批处理
        drawingSettings.enableDynamicBatching = m_rpp.bDynamicBatching;
        //是否开启GPU Instancing
        drawingSettings.enableInstancing = m_rpp.bInsancing;

        //提交绘制命令
        m_context.DrawRenderers(m_cullingResults, ref drawingSettings, ref filteringSettings);

        //处理不透明物体的后处理
        if (m_activeStack)
        {
            if (m_needsDepthOnlyPass)
            {
                //单独渲染一次深度纹理
                var sortSetting = new SortingSettings(m_camera);

                var depthOnlyDrawSettings   = new DrawingSettings(new ShaderTagId("DepthOnly"), sortSetting);
                var depthOnlyFilterSettings = new FilteringSettings();
                depthOnlyFilterSettings.renderQueueRange = RenderQueueRange.opaque;

                m_cameraBuffer.SetRenderTarget(s_cameraDepthTextureId, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);

                m_cameraBuffer.ClearRenderTarget(true, false, Color.clear);

                executeBuffer(m_cameraBuffer);

                m_context.DrawRenderers(m_cullingResults, ref depthOnlyDrawSettings, ref depthOnlyFilterSettings);
            }

            SPostProcessingParam p = new SPostProcessingParam
            {
                cb            = m_postProcessingBuffer,
                cameraColorId = s_cameraColorTextureId,
                cameraDepthId = s_cameraDepthTextureId,
                width         = m_renderSize.x,
                height        = m_renderSize.y,
                samples       = m_renderSamples,
                format        = m_format
            };

            //调用不透明后处理
            m_activeStack.RenderAfterOpaque(p);
            executeBuffer(m_postProcessingBuffer);

            //设置相机渲染纹理
            if (m_needsDirectDepth)
            {
                m_cameraBuffer.SetRenderTarget(s_cameraColorTextureId,
                                               RenderBufferLoadAction.Load, RenderBufferStoreAction.Store,
                                               s_cameraDepthTextureId,
                                               RenderBufferLoadAction.Load, RenderBufferStoreAction.Store);
            }
            else
            {
                m_cameraBuffer.SetRenderTarget(s_cameraColorTextureId, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store);
            }
            executeBuffer(m_cameraBuffer);
        }

        //渲染天空盒
        m_context.DrawSkybox(m_camera);

        //渲染不透明物体
        sortingSettings.criteria           = SortingCriteria.CommonTransparent;
        drawingSettings.sortingSettings    = sortingSettings;
        filteringSettings.renderQueueRange = RenderQueueRange.transparent;
        m_context.DrawRenderers(m_cullingResults, ref drawingSettings, ref filteringSettings);

        //进行不透明后处理
        if (m_renderToTexture)
        {
            //进行后处理
            if (m_activeStack)
            {
                m_activeStack.RenderAfterTransparent();
                executeBuffer(m_postProcessingBuffer);
            }
            else
            {
                m_cameraBuffer.Blit(s_cameraColorTextureId, BuiltinRenderTextureType.CameraTarget);
            }

            //释放掉相机纹理
            m_cameraBuffer.ReleaseTemporaryRT(s_cameraColorTextureId);
            if (m_needsDepth)
            {
                m_cameraBuffer.ReleaseTemporaryRT(s_cameraDepthTextureId);
            }
        }
    }