SetRenderTarget() public method

public SetRenderTarget ( RenderTargetIdentifier rt ) : void
rt RenderTargetIdentifier
return void
コード例 #1
0
    private RenderTexture RenderPreview(Noesis.View view, int width, int height)
    {
        try
        {
            if (CanRender() && view != null && view.Content != null)
            {
                NoesisRenderer.SetRenderSettings();

                view.SetSize(width, height);
                view.Update(0.0f);

                FlushMetalEncoder(_commands);
                NoesisRenderer.RenderOffscreen(view, _commands);

                RenderTexture rt = RenderTexture.GetTemporary(width, height, 24, RenderTextureFormat.Default, RenderTextureReadWrite.Default, 8);
                _commands.SetRenderTarget(rt);
                _commands.ClearRenderTarget(true, true, UnityEngine.Color.clear, 0.0f);
                NoesisRenderer.RenderOnscreen(view, false, _commands);

                Graphics.ExecuteCommandBuffer(_commands);
                _commands.Clear();
                GL.InvalidateState();

                RenderTexture.ReleaseTemporary(rt);
                return(rt);
            }
        }
        catch (System.Exception e)
        {
            UnityEngine.Debug.LogException(e);
        }

        return(null);
    }
 static public int SetRenderTarget(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 2)
         {
             UnityEngine.Rendering.CommandBuffer          self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Rendering.RenderTargetIdentifier a1;
             checkValueType(l, 2, out a1);
             self.SetRenderTarget(a1);
             pushValue(l, true);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier[]), typeof(UnityEngine.Rendering.RenderTargetIdentifier)))
         {
             UnityEngine.Rendering.CommandBuffer            self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Rendering.RenderTargetIdentifier[] a1;
             checkType(l, 2, out a1);
             UnityEngine.Rendering.RenderTargetIdentifier a2;
             checkValueType(l, 3, out a2);
             self.SetRenderTarget(a1, a2);
             pushValue(l, true);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(UnityEngine.Rendering.RenderTargetIdentifier)))
         {
             UnityEngine.Rendering.CommandBuffer          self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Rendering.RenderTargetIdentifier a1;
             checkValueType(l, 2, out a1);
             UnityEngine.Rendering.RenderTargetIdentifier a2;
             checkValueType(l, 3, out a2);
             self.SetRenderTarget(a1, a2);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #3
0
    // Use this for initialization
    void Start()
    {
        rt = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBFloat);

        Camera.main.targetTexture = rt;
        //Camera.main.hdr = true;

        mpb = new MaterialPropertyBlock();
        mpb.SetTexture("_MainTex", testImg);

        //quadMeshMtl.SetTexture("_MainTex",testImg);
        GenerateQuadMesh();

        UnityEngine.Rendering.CommandBuffer cbuffer;
        cbuffer = new UnityEngine.Rendering.CommandBuffer();
        cbuffer.SetRenderTarget(rt);
        cbuffer.DrawMesh(quadMesh, Matrix4x4.identity, quadMeshMtl, 0, -1, mpb);
        Graphics.ExecuteCommandBuffer(cbuffer);
        //Graphics.DrawMesh(quadMesh,Matrix4x4.identity,quadMeshMtl,LayerMask.NameToLayer("Default"),Camera.main,0,mpb,false,false);
    }
コード例 #4
0
    void RenderRearParaboloid(Material _mat, Mesh _mesh)
    {
        Matrix4x4 view = Matrix4x4.Inverse(Matrix4x4.TRS(
                                               Vector3.zero,
                                               Quaternion.LookRotation(Vector3.back, Vector3.up),
                                               new Vector3(1, 1, -1)
                                               ));

        RenderTexture rt = new RenderTexture(mTexSize, mTexSize, 16);

        UnityEngine.Rendering.CommandBuffer cmd = new UnityEngine.Rendering.CommandBuffer();
        cmd.name = "RenderFrontParaboloid";

        cmd.SetViewProjectionMatrices(view, Matrix4x4.identity);
        cmd.SetRenderTarget(rt);
        cmd.ClearRenderTarget(true, true, Color.clear);
        cmd.DrawMesh(_mesh, Matrix4x4.identity, _mat);

        Graphics.ExecuteCommandBuffer(cmd);

        Texture2D tex = RenderTexture2Texture2D(rt);

        SaveTexture <Texture2D>(tex, GetPath("Rear"));
    }
コード例 #5
0
ファイル: Raymarcher.cs プロジェクト: stlck/FractalTest
    void UpdateCommandBuffer()
    {
        var cam = GetComponent<Camera>();

        RenderSettings.fogColor = m_fog_color;

        if (m_quad == null)
        {
            m_quad = RaymarcherUtils.GenerateQuad();
        }

        bool reflesh_command_buffer = false;

        Vector2 reso = new Vector2(cam.pixelWidth, cam.pixelHeight);
        if(m_resolution_prev!=reso)
        {
            m_resolution_prev = reso;
            reflesh_command_buffer = true;
        }

        if (m_enable_adaptive_prev != m_enable_adaptive)
        {
            m_enable_adaptive_prev = m_enable_adaptive;
            reflesh_command_buffer = true;
        }
        if (m_dbg_show_steps_prev != m_dbg_show_steps)
        {
            m_dbg_show_steps_prev = m_dbg_show_steps;
            reflesh_command_buffer = true;
        }

        if (reflesh_command_buffer)
        {
            reflesh_command_buffer = false;
            ClearCommandBuffer();
        }

        if (m_cb_raymarch==null)
        {
            if (m_enable_adaptive)
            {
                RenderTargetIdentifier[] rt;

                m_cb_prepass = new CommandBuffer();
                m_cb_prepass.name = "Raymarcher Adaptive PrePass";

                int odepth      = Shader.PropertyToID("ODepth");
                int odepth_prev = Shader.PropertyToID("ODepthPrev");
                int ovelocity   = Shader.PropertyToID("OVelocity");
                int qdepth      = Shader.PropertyToID("QDepth");
                int qdepth_prev = Shader.PropertyToID("QDepthPrev");
                int hdepth      = Shader.PropertyToID("HDepth");
                int hdepth_prev = Shader.PropertyToID("HDepthPrev");
                int adepth      = Shader.PropertyToID("ADepth");
                int adepth_prev = Shader.PropertyToID("ADepthPrev");

                m_cb_prepass.GetTemporaryRT(odepth,     cam.pixelWidth / 8, cam.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(odepth_prev,cam.pixelWidth / 8, cam.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(ovelocity,  cam.pixelWidth / 8, cam.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RHalf);
                m_cb_prepass.GetTemporaryRT(qdepth,     cam.pixelWidth / 4, cam.pixelHeight / 4, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(qdepth_prev,cam.pixelWidth / 4, cam.pixelHeight / 4, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(hdepth,     cam.pixelWidth / 2, cam.pixelHeight / 2, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(hdepth_prev,cam.pixelWidth / 2, cam.pixelHeight / 2, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(adepth,     cam.pixelWidth / 1, cam.pixelHeight / 1, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(adepth_prev,cam.pixelWidth / 1, cam.pixelHeight / 1, 0, FilterMode.Point, RenderTextureFormat.RFloat);

                rt = new RenderTargetIdentifier[2] { odepth, ovelocity };
                m_cb_prepass.SetGlobalTexture("g_depth_prev", odepth_prev);
                m_cb_prepass.SetRenderTarget(rt, odepth);
                m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_internal_material, 0, 1);

                m_cb_prepass.Blit(odepth, odepth_prev);
                m_cb_prepass.SetGlobalTexture("g_velocity", ovelocity);

                m_cb_prepass.SetRenderTarget(qdepth);
                m_cb_prepass.SetGlobalTexture("g_depth", odepth);
                m_cb_prepass.SetGlobalTexture("g_depth_prev", qdepth_prev);
                m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_internal_material, 0, 2);

                m_cb_prepass.Blit(qdepth, qdepth_prev);

                m_cb_prepass.SetRenderTarget(hdepth);
                m_cb_prepass.SetGlobalTexture("g_depth", qdepth);
                m_cb_prepass.SetGlobalTexture("g_depth_prev", hdepth_prev);
                m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_internal_material, 0, 3);

                m_cb_prepass.Blit(hdepth, hdepth_prev);

                m_cb_prepass.SetRenderTarget(adepth);
                m_cb_prepass.SetGlobalTexture("g_depth", hdepth);
                m_cb_prepass.SetGlobalTexture("g_depth_prev", adepth_prev);
                m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_internal_material, 0, 4);

                m_cb_prepass.Blit(adepth, adepth_prev);
                m_cb_prepass.SetGlobalTexture("g_depth", adepth);

                cam.AddCommandBuffer(CameraEvent.BeforeGBuffer, m_cb_prepass);
            }

            m_cb_raymarch = new CommandBuffer();
            m_cb_raymarch.name = "Raymarcher";
            m_cb_raymarch.DrawMesh(m_quad, Matrix4x4.identity, m_internal_material, 0, 0);
            cam.AddCommandBuffer(CameraEvent.BeforeGBuffer, m_cb_raymarch);
        }
    }
コード例 #6
0
ファイル: Raymarcher.cs プロジェクト: ClintChil/FrameCapturer
    void OnPreRender()
    {
        m_material.SetInt("g_frame", Time.frameCount);
        m_material.SetInt("g_hdr", m_camera.hdr ? 1 : 0);
        m_material.SetInt("g_scene", m_scene);
        m_material.SetInt("g_enable_adaptive", m_enable_adaptive ? 1 : 0);
        m_material.SetInt("g_enable_temporal", m_enable_temporal ? 1 : 0);
        m_material.SetInt("g_enable_glowline", m_enable_glowline ? 1 : 0);

        RenderSettings.fogColor = m_fog_color;

        if (m_quad == null)
        {
            m_quad = RaymarcherUtils.GenerateQuad();
        }
        if (m_detailed_quad == null)
        {
            m_detailed_quad = RaymarcherUtils.GenerateDetailedQuad();
        }

        bool need_to_reflesh_command_buffer = false;

        Vector2 reso = new Vector2(m_camera.pixelWidth, m_camera.pixelHeight);
        if(m_resolution_prev!=reso)
        {
            m_resolution_prev = reso;
            need_to_reflesh_command_buffer = true;
        }

        if (m_enable_adaptive_prev != m_enable_adaptive)
        {
            m_enable_adaptive_prev = m_enable_adaptive;
            need_to_reflesh_command_buffer = true;
        }
        if (m_dbg_show_steps_prev != m_dbg_show_steps)
        {
            m_dbg_show_steps_prev = m_dbg_show_steps;
            need_to_reflesh_command_buffer = true;
        }

        if (need_to_reflesh_command_buffer)
        {
            need_to_reflesh_command_buffer = false;
            ClearCommandBuffer();
        }

        if (m_cb_raymarch==null)
        {
            if (m_enable_adaptive)
            {
                RenderTargetIdentifier[] rt;

                m_cb_prepass = new CommandBuffer();
                m_cb_prepass.name = "Raymarcher Adaptive PrePass";

                int odepth      = Shader.PropertyToID("ODepth");
                int odepth_prev = Shader.PropertyToID("ODepthPrev");
                int ovelocity   = Shader.PropertyToID("OVelocity");
                int qdepth      = Shader.PropertyToID("QDepth");
                int qdepth_prev = Shader.PropertyToID("QDepthPrev");
                int hdepth      = Shader.PropertyToID("HDepth");
                int hdepth_prev = Shader.PropertyToID("HDepthPrev");
                int adepth      = Shader.PropertyToID("ADepth");
                int adepth_prev = Shader.PropertyToID("ADepthPrev");

                m_cb_prepass.GetTemporaryRT(odepth,     m_camera.pixelWidth / 8, m_camera.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(odepth_prev,m_camera.pixelWidth / 8, m_camera.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(ovelocity,  m_camera.pixelWidth / 8, m_camera.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RHalf);
                m_cb_prepass.GetTemporaryRT(qdepth,     m_camera.pixelWidth / 4, m_camera.pixelHeight / 4, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(qdepth_prev,m_camera.pixelWidth / 4, m_camera.pixelHeight / 4, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(hdepth,     m_camera.pixelWidth / 2, m_camera.pixelHeight / 2, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(hdepth_prev,m_camera.pixelWidth / 2, m_camera.pixelHeight / 2, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(adepth,     m_camera.pixelWidth / 1, m_camera.pixelHeight / 1, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(adepth_prev,m_camera.pixelWidth / 1, m_camera.pixelHeight / 1, 0, FilterMode.Point, RenderTextureFormat.RFloat);

                rt = new RenderTargetIdentifier[2] { odepth, ovelocity };
                m_cb_prepass.SetGlobalTexture("g_depth_prev", odepth_prev);
                m_cb_prepass.SetRenderTarget(rt, odepth);
                m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 1);

                m_cb_prepass.Blit(odepth, odepth_prev);
                m_cb_prepass.SetGlobalTexture("g_velocity", ovelocity);

                m_cb_prepass.SetRenderTarget(qdepth);
                m_cb_prepass.SetGlobalTexture("g_depth", odepth);
                m_cb_prepass.SetGlobalTexture("g_depth_prev", qdepth_prev);
                m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 2);

                m_cb_prepass.Blit(qdepth, qdepth_prev);

                m_cb_prepass.SetRenderTarget(hdepth);
                m_cb_prepass.SetGlobalTexture("g_depth", qdepth);
                m_cb_prepass.SetGlobalTexture("g_depth_prev", hdepth_prev);
                m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 3);

                m_cb_prepass.Blit(hdepth, hdepth_prev);

                m_cb_prepass.SetRenderTarget(adepth);
                m_cb_prepass.SetGlobalTexture("g_depth", hdepth);
                m_cb_prepass.SetGlobalTexture("g_depth_prev", adepth_prev);
                m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 4);

                m_cb_prepass.Blit(adepth, adepth_prev);
                m_cb_prepass.SetGlobalTexture("g_depth", adepth);

                m_camera.AddCommandBuffer(CameraEvent.BeforeGBuffer, m_cb_prepass);
            }

            m_cb_raymarch = new CommandBuffer();
            m_cb_raymarch.name = "Raymarcher";
            m_cb_raymarch.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 0);
            m_camera.AddCommandBuffer(CameraEvent.BeforeGBuffer, m_cb_raymarch);
        }
    }
コード例 #7
0
ファイル: SkyMesh.cs プロジェクト: n-yoda/unity-sky-mesh
 void OnEnable()
 {
     OnDisable();
     var camera = GetComponent<Camera>();
     commandBuffer = new CommandBuffer();
     commandBuffer.name = "SkyMesh";
     commandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
     var matrix = Matrix4x4.TRS(m_position, Quaternion.Euler(m_rotation), m_scale);
     commandBuffer.DrawMesh(m_mesh, matrix, m_material);
     camera.AddCommandBuffer(m_cameraEvent, commandBuffer);
     lastCameraEvent = m_cameraEvent;
 }
 static public int SetRenderTarget(IntPtr l)
 {
     try {
         int argc = LuaDLL.lua_gettop(l);
         if (argc == 2)
         {
             UnityEngine.Rendering.CommandBuffer          self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Rendering.RenderTargetIdentifier a1;
             checkValueType(l, 2, out a1);
             self.SetRenderTarget(a1);
             pushValue(l, true);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(UnityEngine.Rendering.RenderTargetIdentifier)))
         {
             UnityEngine.Rendering.CommandBuffer          self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Rendering.RenderTargetIdentifier a1;
             checkValueType(l, 2, out a1);
             UnityEngine.Rendering.RenderTargetIdentifier a2;
             checkValueType(l, 3, out a2);
             self.SetRenderTarget(a1, a2);
             pushValue(l, true);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier[]), typeof(UnityEngine.Rendering.RenderTargetIdentifier)))
         {
             UnityEngine.Rendering.CommandBuffer            self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Rendering.RenderTargetIdentifier[] a1;
             checkArray(l, 2, out a1);
             UnityEngine.Rendering.RenderTargetIdentifier a2;
             checkValueType(l, 3, out a2);
             self.SetRenderTarget(a1, a2);
             pushValue(l, true);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(int)))
         {
             UnityEngine.Rendering.CommandBuffer          self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Rendering.RenderTargetIdentifier a1;
             checkValueType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             self.SetRenderTarget(a1, a2);
             pushValue(l, true);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(int)))
         {
             UnityEngine.Rendering.CommandBuffer          self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Rendering.RenderTargetIdentifier a1;
             checkValueType(l, 2, out a1);
             UnityEngine.Rendering.RenderTargetIdentifier a2;
             checkValueType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             self.SetRenderTarget(a1, a2, a3);
             pushValue(l, true);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(int), typeof(UnityEngine.CubemapFace)))
         {
             UnityEngine.Rendering.CommandBuffer          self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Rendering.RenderTargetIdentifier a1;
             checkValueType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             UnityEngine.CubemapFace a3;
             checkEnum(l, 4, out a3);
             self.SetRenderTarget(a1, a2, a3);
             pushValue(l, true);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(int), typeof(UnityEngine.CubemapFace), typeof(int)))
         {
             UnityEngine.Rendering.CommandBuffer          self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Rendering.RenderTargetIdentifier a1;
             checkValueType(l, 2, out a1);
             System.Int32 a2;
             checkType(l, 3, out a2);
             UnityEngine.CubemapFace a3;
             checkEnum(l, 4, out a3);
             System.Int32 a4;
             checkType(l, 5, out a4);
             self.SetRenderTarget(a1, a2, a3, a4);
             pushValue(l, true);
             return(1);
         }
         else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(int), typeof(UnityEngine.CubemapFace)))
         {
             UnityEngine.Rendering.CommandBuffer          self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Rendering.RenderTargetIdentifier a1;
             checkValueType(l, 2, out a1);
             UnityEngine.Rendering.RenderTargetIdentifier a2;
             checkValueType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             UnityEngine.CubemapFace a4;
             checkEnum(l, 5, out a4);
             self.SetRenderTarget(a1, a2, a3, a4);
             pushValue(l, true);
             return(1);
         }
         else if (argc == 6)
         {
             UnityEngine.Rendering.CommandBuffer          self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l);
             UnityEngine.Rendering.RenderTargetIdentifier a1;
             checkValueType(l, 2, out a1);
             UnityEngine.Rendering.RenderTargetIdentifier a2;
             checkValueType(l, 3, out a2);
             System.Int32 a3;
             checkType(l, 4, out a3);
             UnityEngine.CubemapFace a4;
             checkEnum(l, 5, out a4);
             System.Int32 a5;
             checkType(l, 6, out a5);
             self.SetRenderTarget(a1, a2, a3, a4, a5);
             pushValue(l, true);
             return(1);
         }
         pushValue(l, false);
         LuaDLL.lua_pushstring(l, "No matched override function to call");
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
コード例 #9
0
        void InitializeContext()
        {
            m_num_video_frames = 0;

            // initialize scratch buffer
            UpdateScratchBuffer();

            // initialize context and stream
            {
                fcAPI.fcGifConfig conf;
                conf.width = m_scratch_buffer.width;
                conf.height = m_scratch_buffer.height;
                conf.num_colors = Mathf.Clamp(m_numColors, 1, 256);
                conf.max_active_tasks = 0;
                m_ctx = fcAPI.fcGifCreateContext(ref conf);
            }

            // initialize command buffer
            {
                int tid = Shader.PropertyToID("_TmpFrameBuffer");
                m_cb = new CommandBuffer();
                m_cb.name = "GifRecorder: copy frame buffer";
                m_cb.GetTemporaryRT(tid, -1, -1, 0, FilterMode.Bilinear);
                m_cb.Blit(BuiltinRenderTextureType.CurrentActive, tid);
                m_cb.SetRenderTarget(m_scratch_buffer);
                m_cb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 0);
                m_cb.ReleaseTemporaryRT(tid);
            }
        }
コード例 #10
0
        void InitializeContext()
        {
            m_num_video_frames = 0;

            // initialize scratch buffer
            UpdateScratchBuffer();

            // initialize context and stream
            {
                m_mp4conf = fcAPI.fcMP4Config.default_value;
                m_mp4conf.video = m_captureVideo;
                m_mp4conf.audio = m_captureAudio;
                m_mp4conf.video_width = m_scratch_buffer.width;
                m_mp4conf.video_height = m_scratch_buffer.height;
                m_mp4conf.video_max_framerate = 60;
                m_mp4conf.video_bitrate = m_videoBitrate;
                m_mp4conf.audio_bitrate = m_audioBitrate;
                m_mp4conf.audio_sampling_rate = AudioSettings.outputSampleRate;
                m_mp4conf.audio_num_channels = fcAPI.fcGetNumAudioChannels();
                m_ctx = fcAPI.fcMP4CreateContext(ref m_mp4conf);

                m_output_file = DateTime.Now.ToString("yyyyMMdd_HHmmss") + ".mp4";
                m_ostream = fcAPI.fcCreateFileStream(GetOutputPath());
                fcAPI.fcMP4AddOutputStream(m_ctx, m_ostream);
            }

            // initialize command buffer
            {
                int tid = Shader.PropertyToID("_TmpFrameBuffer");
                m_cb = new CommandBuffer();
                m_cb.name = "MP4Recorder: copy frame buffer";
                m_cb.GetTemporaryRT(tid, -1, -1, 0, FilterMode.Bilinear);
                m_cb.Blit(BuiltinRenderTextureType.CurrentActive, tid);
                m_cb.SetRenderTarget(m_scratch_buffer);
                m_cb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 0);
                m_cb.ReleaseTemporaryRT(tid);
            }
        }
コード例 #11
0
 public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0)
 {
     cmd.SetRenderTarget(colorBuffer, depthBuffer, miplevel, cubemapFace, depthSlice);
     ClearRenderTarget(cmd, clearFlag, clearColor);
 }
コード例 #12
0
        void InitializeContext()
        {
            m_num_video_frames = 0;

            // initialize scratch buffer
            UpdateScratchBuffer();

            // initialize context and stream
            {
                fcAPI.fcGifConfig conf;
                conf.width = m_scratch_buffer.width;
                conf.height = m_scratch_buffer.height;
                conf.num_colors = Mathf.Clamp(m_numColors, 1, 256);
                conf.max_active_tasks = 0;
                m_ctx = fcAPI.fcGifCreateContext(ref conf);
            }

            // initialize command buffer
            {
                m_cb = new CommandBuffer();
                m_cb.name = "GifOffscreenRecorder: copy frame buffer";
                m_cb.SetRenderTarget(m_scratch_buffer);
                m_cb.SetGlobalTexture("_TmpRenderTarget", m_target);
                m_cb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 3);
            }
        }
コード例 #13
0
ファイル: CoreUtils.cs プロジェクト: Gome70/PDT-Ship-Engineer
 // Render Target Management.
 public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier buffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = -1)
 {
     depthSlice = FixupDepthSlice(depthSlice, cubemapFace);
     cmd.SetRenderTarget(buffer, miplevel, cubemapFace, depthSlice);
     ClearRenderTarget(cmd, clearFlag, clearColor);
 }
コード例 #14
0
        /// <summary>
        /// Renders the selfshadow map for this light and the specified renderer.
        /// </summary>
        public void RenderSelfShadows(TressFXOITRenderer renderer)
        {
            if (this.shadowMappingCamera == null)
            {
                Debug.LogError("Shadow mapping camera is null but shadow map rendering was requested!");
                return;
            }

            // Prepare material
            Material mat = depthPassMaterial;
            renderer.SetShaderParams(mat);

            // Create command buffer for self shadows
            CommandBuffer selfShadowCommandBuffer = new CommandBuffer();
            selfShadowCommandBuffer.name = "TressFX SelfShadows";
            selfShadowCommandBuffer.SetRenderTarget(new RenderTargetIdentifier(this.selfShadowMap));

            if (this.selfShadowMode == SelfShadowMode.Lines)
                selfShadowCommandBuffer.DrawProcedural(Matrix4x4.identity, depthPassMaterial, 0, MeshTopology.Lines, renderer.g_LineIndicesBuffer.count);
            else if (this.selfShadowMode == SelfShadowMode.Triangles)
                selfShadowCommandBuffer.DrawProcedural(Matrix4x4.identity, depthPassMaterial, 1, MeshTopology.Lines, renderer.master.hairData.m_TriangleIndices.Length);

            // Prepare cam & render
            var shadowDistance = QualitySettings.shadowDistance;
            QualitySettings.shadowDistance = 0f;

            this.shadowMappingCamera.AddCommandBuffer(CameraEvent.AfterEverything, selfShadowCommandBuffer);
            this.shadowMappingCamera.targetTexture = this.selfShadowMap;
            this.shadowMappingCamera.cullingMask = 0;

            // Render shadows
            this.shadowMappingCamera.Render();
            this.shadowMappingCamera.RemoveAllCommandBuffers();

            QualitySettings.shadowDistance = shadowDistance;
        }
コード例 #15
0
        void OnEnable()
        {
            m_outputDir.CreateDirectory();
            m_quad = FrameCapturerUtils.CreateFullscreenQuad();
            m_mat_copy = new Material(m_shCopy);

            var cam = GetComponent<Camera>();
            if (cam.targetTexture != null)
            {
                m_mat_copy.EnableKeyword("OFFSCREEN");
            }

            #if UNITY_EDITOR
            if (m_captureGBuffer && !FrameCapturerUtils.IsRenderingPathDeferred(cam))
            {
                Debug.LogWarning("PngRecorder: Rendering Path must be deferred to use Capture GBuffer mode.");
                m_captureGBuffer = false;
            }
            #endif // UNITY_EDITOR

            // initialize png context
            fcAPI.fcPngConfig conf = fcAPI.fcPngConfig.default_value;
            m_ctx = fcAPI.fcPngCreateContext(ref conf);

            // initialize render targets
            {
                m_frame_buffer = new RenderTexture(cam.pixelWidth, cam.pixelHeight, 0, RenderTextureFormat.ARGBHalf);
                m_frame_buffer.wrapMode = TextureWrapMode.Repeat;
                m_frame_buffer.Create();

                var formats = new RenderTextureFormat[7] {
                    RenderTextureFormat.ARGBHalf,   // albedo (RGB)
                    RenderTextureFormat.RHalf,      // occlusion (R)
                    RenderTextureFormat.ARGBHalf,   // specular (RGB)
                    RenderTextureFormat.RHalf,      // smoothness (R)
                    RenderTextureFormat.ARGBHalf,   // normal (RGB)
                    RenderTextureFormat.ARGBHalf,   // emission (RGB)
                    RenderTextureFormat.RHalf,      // depth (R)
                };
                m_gbuffer = new RenderTexture[7];
                for (int i = 0; i < m_gbuffer.Length; ++i)
                {
                    // last one is depth (1 channel)
                    m_gbuffer[i] = new RenderTexture(cam.pixelWidth, cam.pixelHeight, 0, formats[i]);
                    m_gbuffer[i].filterMode = FilterMode.Point;
                    m_gbuffer[i].Create();
                }
            }

            // initialize command buffers
            {
                int tid = Shader.PropertyToID("_TmpFrameBuffer");

                m_cb_copy_fb = new CommandBuffer();
                m_cb_copy_fb.name = "PngRecorder: Copy FrameBuffer";
                m_cb_copy_fb.GetTemporaryRT(tid, -1, -1, 0, FilterMode.Point);
                m_cb_copy_fb.Blit(BuiltinRenderTextureType.CurrentActive, tid);
                m_cb_copy_fb.SetRenderTarget(m_frame_buffer);
                m_cb_copy_fb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 0);
                m_cb_copy_fb.ReleaseTemporaryRT(tid);

                m_cb_copy_gb = new CommandBuffer();
                m_cb_copy_gb.name = "PngRecorder: Copy G-Buffer";
                m_cb_copy_gb.SetRenderTarget(
                    new RenderTargetIdentifier[] { m_gbuffer[0], m_gbuffer[1], m_gbuffer[2], m_gbuffer[3] }, m_gbuffer[0]);
                m_cb_copy_gb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 4);
                m_cb_copy_gb.SetRenderTarget(
                    new RenderTargetIdentifier[] { m_gbuffer[4], m_gbuffer[5], m_gbuffer[6], m_gbuffer[3] }, m_gbuffer[0]);
                m_cb_copy_gb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 5);
            }
        }
コード例 #16
0
 public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier[] colorBuffers, RTHandle depthBuffer, ClearFlag clearFlag, Color clearColor)
 {
     cmd.SetRenderTarget(colorBuffers, depthBuffer);
     SetViewportAndClear(cmd, depthBuffer, clearFlag, clearColor);
 }
コード例 #17
0
 // Explicit load and store actions
 public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier buffer, RenderBufferLoadAction loadAction, RenderBufferStoreAction storeAction, ClearFlag clearFlag, Color clearColor)
 {
     cmd.SetRenderTarget(buffer, loadAction, storeAction);
     ClearRenderTarget(cmd, clearFlag, clearColor);
 }
コード例 #18
0
 public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor)
 {
     cmd.SetRenderTarget(colorBuffers, depthBuffer, 0, CubemapFace.Unknown, -1);
     ClearRenderTarget(cmd, clearFlag, clearColor);
 }
コード例 #19
0
ファイル: CoreUtils.cs プロジェクト: Gome70/PDT-Ship-Engineer
 // This set of RenderTarget management methods is supposed to be used when rendering into a camera dependent render texture.
 // This will automatically set the viewport based on the camera size and the RTHandle scaling info.
 public static void SetRenderTarget(CommandBuffer cmd, RTHandle buffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = -1)
 {
     depthSlice = FixupDepthSlice(depthSlice, buffer);
     cmd.SetRenderTarget(buffer, miplevel, cubemapFace, depthSlice);
     SetViewportAndClear(cmd, buffer, clearFlag, clearColor);
 }
コード例 #20
0
    public void OnPreRender()
    {
        var act = gameObject.activeInHierarchy && enabled;
        if (!act)
        {
            Cleanup();
            return;
        }

        var cam = Camera.current;
        if (!cam)
            return;

        CommandBuffer buf = null;
        // Did we already add the command buffer on this camera? Nothing to do then.
        if (m_Cameras.ContainsKey(cam))
            return;

        if (!DepthMaterial)
        {
            DepthMaterial = new Material(DepthShader);
            DepthMaterial.hideFlags = HideFlags.HideAndDontSave;
        }

        buf = new CommandBuffer();
        buf.name = "Render Grass Depth Reference";
        m_Cameras[cam] = buf;

        int referenceDepthID = Shader.PropertyToID("_rdepth");
        buf.GetTemporaryRT(referenceDepthID, -1, -1, 24, FilterMode.Point, RenderTextureFormat.Depth);
        buf.SetRenderTarget(new RenderTargetIdentifier(referenceDepthID));
        buf.ClearRenderTarget(true, false, Color.white, 1);

        foreach (MeshRenderer r in GrassMeshes)
            buf.DrawRenderer(r, DepthMaterial);

        buf.SetRenderTarget(new RenderTargetIdentifier(BuiltinRenderTextureType.CameraTarget));

        buf.SetGlobalTexture("_ReferenceDepth", referenceDepthID);

        cam.AddCommandBuffer(CameraEvent.BeforeImageEffects, buf);
        Debug.Log("Add Command Buffer");
    }
コード例 #21
0
        void OnEnable()
        {
            m_outputDir.CreateDirectory();
            m_quad = FrameCapturerUtils.CreateFullscreenQuad();
            m_mat_copy = new Material(m_shCopy);

            // initialize exr context
            fcAPI.fcExrConfig conf = fcAPI.fcExrConfig.default_value;
            m_ctx = fcAPI.fcExrCreateContext(ref conf);

            // initialize render targets
            m_scratch_buffers = new RenderTexture[m_targets.Length];
            for (int i = 0; i < m_scratch_buffers.Length; ++i)
            {
                var rt = m_targets[i];
                m_scratch_buffers[i] = new RenderTexture(rt.width, rt.height, 0, rt.format);
                m_scratch_buffers[i].Create();
            }

            // initialize command buffers
            {
                m_cb_copy = new CommandBuffer();
                m_cb_copy.name = "PngOffscreenRecorder: Copy";
                for (int i = 0; i < m_targets.Length; ++i)
                {
                    m_cb_copy.SetRenderTarget(m_scratch_buffers[i]);
                    m_cb_copy.SetGlobalTexture("_TmpRenderTarget", m_targets[i]);
                    m_cb_copy.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 3);
                }
            }
        }
コード例 #22
0
    // Whenever any camera will render us, add a command buffer to do the work on it
    public void OnWillRenderObject() {   // REQUIRES THIS OBJ TO HAVE MESHRENDERER COMPONENT!!!!
        var act = gameObject.activeInHierarchy && enabled;
        if (!act) {
            Cleanup();
            return;
        }

        var cam = Camera.current;
        if (!cam)
            return;

        CommandBuffer buf = null;  // clear CommandBuffer... why does this have to be done every frame?
                                   // Did we already add the command buffer on this camera? Nothing to do then.
        if (m_Cameras.ContainsKey(cam))
            return;

        //if (!m_Material) {
        //    m_Material = new Material(m_BlurShader);
        //    m_Material.hideFlags = HideFlags.HideAndDontSave;  // not sure what this does -- prevents garbage collection??
        //}

        buf = new CommandBuffer();
        buf.name = "TestDrawProcedural";
        m_Cameras[cam] = buf;  // fill in dictionary entry for this Camera

        // START!!!
        // Canvas First:
        canvasMaterial.SetColor("_Color", Color.gray);  // initialize canvas        
        canvasMaterial.SetTexture("_DepthTex", canvasDepthTex);
        canvasMaterial.SetFloat("_MaxDepth", 1.0f);

        // Create RenderTargets:
        int colorReadID = Shader.PropertyToID("_ColorTextureRead");
        int colorWriteID = Shader.PropertyToID("_ColorTextureWrite");
        int depthReadID = Shader.PropertyToID("_DepthTextureRead");
        int depthWriteID = Shader.PropertyToID("_DepthTextureWrite");
        buf.GetTemporaryRT(colorReadID, -1, -1, 0, FilterMode.Bilinear);
        buf.GetTemporaryRT(colorWriteID, -1, -1, 0, FilterMode.Bilinear);
        buf.GetTemporaryRT(depthReadID, -1, -1, 0, FilterMode.Bilinear);
        buf.GetTemporaryRT(depthWriteID, -1, -1, 0, FilterMode.Bilinear);

        RenderTargetIdentifier[] mrt = { colorWriteID, depthWriteID };  // Define multipleRenderTarget so I can render to color AND depth
        buf.SetRenderTarget(mrt, BuiltinRenderTextureType.CameraTarget);  // Set render Targets
        buf.ClearRenderTarget(true, true, Color.white, 1.0f);  // clear -- needed???
        buf.DrawMesh(CreateFullscreenQuad(mainCam), Matrix4x4.identity, canvasMaterial);   // Write into canvas Color & Depth buffers
        
        // Copy results into Read buffers for next pass:
        buf.Blit(colorWriteID, colorReadID);
        buf.Blit(depthWriteID, depthReadID);

        // Gesso/Primer Pass:
        gessoMaterial.SetPass(0);
        gessoMaterial.SetColor("_Color", new Color(0.19f, 0.192f, 0.194f, 1.0f));
        buf.SetGlobalTexture("_ColorReadTex", colorReadID);
        buf.SetGlobalTexture("_DepthReadTex", depthReadID);
        buf.SetRenderTarget(mrt, BuiltinRenderTextureType.CameraTarget);  // Set render Targets
        buf.DrawMesh(CreateFullscreenQuad(mainCam), Matrix4x4.identity, gessoMaterial);
        // Copy results into Read buffers for next pass:
        buf.Blit(colorWriteID, colorReadID);
        buf.Blit(depthWriteID, depthReadID);

        // MAIN BRUSHSTROKE CONTENTS PASS!!!:
        strokeMaterial.SetPass(0);
        strokeMaterial.SetColor("_Color", brushStrokeColor);
        strokeMaterial.SetVector("_Size", size);
        strokeMaterial.SetBuffer("strokeDataBuffer", strokeBuffer);
        strokeMaterial.SetBuffer("quadPointsBuffer", quadPointsBuffer);
        buf.SetGlobalTexture("_ColorReadTex", colorReadID);
        buf.SetGlobalTexture("_DepthReadTex", depthReadID);
        buf.SetRenderTarget(colorWriteID);
        buf.SetGlobalTexture("_FrameBufferTexture", BuiltinRenderTextureType.CameraTarget); // Copy the Contents of FrameBuffer into brushstroke material so it knows what color it should be
        buf.DrawProcedural(Matrix4x4.identity, strokeMaterial, 0, MeshTopology.Triangles, 6, strokeBuffer.count);   // Apply brushstrokes

        // DISPLAY TO SCREEN:
        buf.Blit(colorWriteID, BuiltinRenderTextureType.CameraTarget);   // copy canvas target into main displayTarget so it is what the player sees

        // apply the commandBuffer
        cam.AddCommandBuffer(CameraEvent.AfterFinalPass, buf);  
        

        
        //buf.SetRenderTarget(canvasRT);
        //buf.ClearRenderTarget(true, true, Color.black, 1.0f);
        //int canvasID = Shader.PropertyToID("_CanvasTexture");
        //int tempID = Shader.PropertyToID("_TempTexture");
        //buf.GetTemporaryRT(canvasID, -1, -1, 0, FilterMode.Bilinear);  // Create a Temporary RenderTarget for the "canvas"
        //buf.GetTemporaryRT(tempID, -1, -1, 0, FilterMode.Bilinear);  // Create a Temporary RenderTarget for the "canvas"
        //buf.SetRenderTarget(canvasID);  // Set commandBuffer target to this "canvas" so the DrawProcedural will apply to this
        //buf.ClearRenderTarget(true, true, Color.white, 1.0f);  // Clear the target each frame and rebuild
        //buf.Blit(canvasID, tempID);  // copy into temporary buffer
        //buf.Blit(tempID, canvasID, gessoBlitMaterial);  // copy back into renderTarget, apply Gesso Primer
        //buf.SetGlobalTexture("_FrameBufferTexture", BuiltinRenderTextureType.CameraTarget);  // Copy the Contents of FrameBuffer into brushstroke material so it knows what color it should be
        //buf.DrawProcedural(Matrix4x4.identity, strokeMaterial, 0, MeshTopology.Triangles, 6, strokeBuffer.count);   // Apply brushstrokes

        // MRT example:
        //RenderTargetIdentifier[] mrt = { BuiltinRenderTextureType.GBuffer0, BuiltinRenderTextureType.GBuffer2 };
        //buf.SetRenderTarget(mrt, BuiltinRenderTextureType.CameraTarget);

        //buf.Blit(canvasID, BuiltinRenderTextureType.CameraTarget);   // copy canvas target into main displayTarget so it is what the player sees

        //Material testMat = new Material(Shader.Find("Unlit/Color"));
        //testMat.color = Color.yellow;
        //buf.DrawMesh(CreateFullscreenQuad(mainCam), Matrix4x4.identity, testMat);

        //buf.ReleaseTemporaryRT(colorReadID);
        //buf.ReleaseTemporaryRT(colorWriteID);
        //buf.ReleaseTemporaryRT(depthReadID);
        //buf.ReleaseTemporaryRT(depthWriteID);
    }
コード例 #23
0
        void InitializeContext()
        {
            m_num_video_frames = 0;

            // initialize scratch buffer
            UpdateScratchBuffer();

            // initialize context and stream
            {
                m_mp4conf = fcAPI.fcMP4Config.default_value;
                m_mp4conf.video = m_captureVideo;
                m_mp4conf.audio = m_captureAudio;
                m_mp4conf.video_width = m_scratch_buffer.width;
                m_mp4conf.video_height = m_scratch_buffer.height;
                m_mp4conf.video_max_framerate = 60;
                m_mp4conf.video_bitrate = m_videoBitrate;
                m_mp4conf.audio_bitrate = m_audioBitrate;
                m_mp4conf.audio_sampling_rate = AudioSettings.outputSampleRate;
                m_mp4conf.audio_num_channels = fcAPI.fcGetNumAudioChannels();
                m_ctx = fcAPI.fcMP4CreateContext(ref m_mp4conf);

                m_output_file = DateTime.Now.ToString("yyyyMMdd_HHmmss") + ".mp4";
                m_ostream = fcAPI.fcCreateFileStream(GetOutputPath());
                fcAPI.fcMP4AddOutputStream(m_ctx, m_ostream);
            }

            // initialize command buffer
            {
                m_cb = new CommandBuffer();
                m_cb.name = "MP4OffscreenRecorder: copy frame buffer";
                m_cb.SetRenderTarget(m_scratch_buffer);
                m_cb.SetGlobalTexture("_TmpRenderTarget", m_target);
                m_cb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 3);
            }
        }
コード例 #24
0
    private void CreateCommandBuffers()
    {
        m_renderCmdBuffer = new CommandBuffer();
        m_renderCmdBuffer.name = "Highlights: Drawing Objects";

        // Drawing objects to the buffer
        m_renderCmdBuffer.SetRenderTarget(m_colorRT, BuiltinRenderTextureType.CameraTarget);
        m_renderCmdBuffer.ClearRenderTarget(false, true, Color.clear);

        var pass = m_selectionType == HighlightType.Glow ? HighlightPass.MarkStencilArea : HighlightPass.DrawSolid;
        foreach(var hObject in m_renderers)
        {
            m_renderCmdBuffer.SetGlobalColor("_Color", hObject.Value);
            m_renderCmdBuffer.SetGlobalFloat("_Cutoff",  m_cutoffValue * 0.5f);
            m_renderCmdBuffer.DrawRenderer(hObject.Key, m_highlightMaterial, 0, (int) pass);
        }
            
        foreach(var hObject in m_renderers)
        {
            m_renderCmdBuffer.SetGlobalColor("_Color", hObject.Value);
            m_renderCmdBuffer.DrawRenderer(hObject.Key, m_highlightMaterial, 0, (int) HighlightPass.ExtrudeOutline);
        }

        var drawEvent = GetCameraDrawEvent();
        m_camera.AddCommandBuffer(drawEvent, m_renderCmdBuffer);
    }