protected override void Render(ScriptableRenderContext _context, Camera[] _cameras) { foreach (var camera in _cameras) { m_renderer.Render(_context, camera); } }
// Unity calls this method once per frame for each CameraType that is currently rendering protected override void Render(ScriptableRenderContext context, Camera[] cameras) { // Measure time between frames st.Stop(); Settings.Instance.frameTime = st.ElapsedMilliseconds; st = new Stopwatch(); st.Start(); bAmbientOcclusion = Settings.Instance.AO > 0; bDirectLighting = Settings.Instance.directLightingOn; bIndirectLighting = Settings.Instance.indirectLightingOn; bReprojection = Settings.Instance.reprojectionOn; bVariance = Settings.Instance.varianceOn; bFiltering = Settings.Instance.filteringOn; bReprojectWithIDs = Settings.Instance.reprojectWithIDs; bCombineAlbedoAndShadows = Settings.Instance.combineAlbedoAndShadows; bSoftShadowsOn = Settings.Instance.softShadowsOn; // Execute Render function for each camera foreach (Camera camera in cameras) { renderer.Render(context, camera, _renderPipelineAsset.MotionVectorShader, _renderPipelineAsset.ReprojectionShader, _renderPipelineAsset.BlitShader, _renderPipelineAsset.FilterShader, _renderPipelineAsset.VarianceShader, bAmbientOcclusion, bDirectLighting, bIndirectLighting, bReprojection, bVariance, bFiltering, bReprojectWithIDs, bCombineAlbedoAndShadows, bSoftShadowsOn); } // Tell the Scriptable Render Context to tell the graphics API to perform the scheduled commands context.Submit(); }
protected override void Render(ScriptableRenderContext context, Camera[] cameras) { foreach (Camera camera in cameras) { renderer.Render(context, camera, useDynamicBatching, useGPUInstancing, useLightsPerObject, shadowSettings); } }
protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras) { foreach (var camera in cameras) { cameraRenderer.Render(renderContext, camera, postFXSettings); } }
protected override void Render(ScriptableRenderContext context, Camera[] cameras) { foreach (var camera in cameras) { renderer.Render(context, camera, shadowSettings); } }
protected override void Render(ScriptableRenderContext context, Camera[] cameras) { foreach (Camera camera in cameras) { renderer.Render(context, camera, allowHDR, useDynamicBatching, useGPUInstancing, useLightsPerObject, shadowSettings, postFXSettings, colorLUTResolution); } }
/* * public override void Dispose() * { * base.Dispose(); #if UNITY_EDITOR * Lightmapping.ResetDelegate(); #endif * } */ protected override void Render(ScriptableRenderContext renderContext, Camera[] cameras) { foreach (var camera in cameras) { renderer.Render(renderContext, camera, useDynamicBatching, useGPUInstancing, shadowSettings); } }
protected override void Render(ScriptableRenderContext context, Camera[] cameras) { foreach (Camera camera in cameras) { renderer.Render(context, camera, useDynamicBatching, useGPUInstancing, shadowSettings, defaultShadowBrightness, brightnessMultiplier, shadowTreshold); } }
protected override void Render(ScriptableRenderContext context, Camera[] cameras) { foreach (Camera camera in cameras) { renderer.Render(context, camera, useDynamicBatching, useGPUInstancing); } }
protected override void Render(ScriptableRenderContext context, Camera[] cameras) { foreach (Camera camera in cameras) { cameraRenderer.Render(ref context, camera, useDynamicBatching, useGPUInstancing, shadowMapSize, shadowDistance, shadowCascades, shadowCascadesSplit); } }
protected override void Render(ScriptableRenderContext context, Camera[] cameras) { for (int i = 0; i < cameras.Length; ++i) { camRenderer.Render(context, cameras[i]); } }
protected override void Render(ScriptableRenderContext context, Camera[] cameras) { foreach (var camera in cameras) { _cameraRenderer.Render(context, camera, ref _renderingSetting, ref _batchingSetting, ref _shadowSetting, ref _postFXSetting); } }
protected override void Render(ScriptableRenderContext context, Camera[] cameras) { foreach (Camera camera in cameras) { renderer.Render(context, camera); } }
//구현해야 하는 메소드 protected override void Render(ScriptableRenderContext context, Camera[] cameras) { //각 카메라를 다른 방식(top-view, forward view or forward render, diferred render)으로 사용할 수 있으나, 지금은 그냥 간단하게 유지 foreach (Camera cam in cameras) { renderer.Render(context, cam); } }
protected override void Render(ScriptableRenderContext context, Camera[] cameras) { //遍历场景所有摄像机进行渲染,前向渲染 缺陷每个摄像机的渲染方式相同,可以让每个摄像机使用不同的渲染方式 foreach (Camera camera in cameras) { renderer.Render(context, camera, cameraBufferSettings, useDynamicBathcing, useGPUInstancing, useLightsPerObject, shadowSettings, postFXSettings, colorLUTResolution); } }
//Each frame Unity invokes Render on the RP instance protected override void Render(ScriptableRenderContext context, Camera[] cameras) { for (int i = 0; i < cameras.Length; i++) { var camera = cameras[i]; cameraRenderer.Render( context, camera, useDynamicBatching, useGPUInstancing ); } }
void TakeScreenshot() { _isWritingScreenshot = true; var renderTexture = RenderTexture.GetTemporary(_screenshotResolution.Width, _screenshotResolution.Height, 24, RenderTextureFormat.Default); _cameraRenderer.Render(renderTexture); try { var screenshot = ScreenshotUtils.CopyFromRenderTexture(renderTexture, _screenshotTexture); WriteScreenshot(screenshot); } catch (Exception) { _isWritingScreenshot = false; throw; } finally { RenderTexture.ReleaseTemporary(renderTexture); } }
protected override void Render(ScriptableRenderContext _context, Camera[] _cameras) { foreach (var camera in _cameras) { if (m_rpp.renderPath == RenderingPath.Forward) { if (m_rpp.enableForwardAdd) { m_forwardAddSRP.Render(_context, camera); } else { m_renderer.Render(_context, camera); } } else if (m_rpp.renderPath == RenderingPath.DeferredLighting) { m_deferred_renderer.Render(_context, camera); } } }
void OnRenderImage(RenderTexture source, RenderTexture destination) { _cameraRenderer.Render(destination); }