public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle) { this.depthAttachmentHandle = depthAttachmentHandle; baseDescriptor.colorFormat = RenderTextureFormat.ARGB32; baseDescriptor.depthBufferBits = kDepthBufferBits; descriptor = baseDescriptor; }
// // ---------------------------------------------------------------- // public void Setup(RenderTextureDescriptor baseDesc, RenderTargetHandle targetHandle) { this.targetHandle = targetHandle; baseDesc.colorFormat = RenderTextureFormat.ARGB32; baseDesc.depthBufferBits = kDepthBufferBits; descriptor = baseDesc; }
public GrabPassImpl(Material blurMaterial, Vector2 blurAmount, Material blitMaterial, RenderTargetHandle colorHandle) { m_BlurMaterial = blurMaterial; m_ColorHandle = colorHandle; m_BlitMaterial = blitMaterial; m_BlurAmount = blurAmount; }
public override void Update(GameTime gameTime) { if (this.GameState.StereoMode != (this.DrawOrder == 1002)) { this.DrawOrder = this.GameState.StereoMode ? 1002 : 1001; this.OnDrawOrderChanged((object)this, EventArgs.Empty); } if (this.Visible) { if (this.GameState.StereoMode && this.rth == null) { this.rth = this.TargetRenderer.TakeTarget(); this.TargetRenderer.ScheduleHook(this.DrawOrder, this.rth.Target); } else if (this.rth != null && !this.GameState.StereoMode) { this.TargetRenderer.ReturnTarget(this.rth); this.rth = (RenderTargetHandle)null; } } if (this.Visible || this.rth == null) { return; } this.TargetRenderer.ReturnTarget(this.rth); this.rth = (RenderTargetHandle)null; }
public void Setup(ScriptableRenderer renderer, ref RenderingData renderingData) { Init(); renderer.SetupPerObjectLightIndices(ref renderingData.cullResults, ref renderingData.lightData); RenderTextureDescriptor baseDescriptor = ScriptableRenderer.CreateRenderTextureDescriptor(ref renderingData.cameraData); RenderTextureDescriptor shadowDescriptor = baseDescriptor; shadowDescriptor.dimension = TextureDimension.Tex2D; renderer.EnqueuePass(m_SetupForwardRenderingPass); RenderTargetHandle colorHandle = RenderTargetHandle.CameraTarget; RenderTargetHandle depthHandle = RenderTargetHandle.CameraTarget; var sampleCount = (SampleCount)renderingData.cameraData.msaaSamples; m_CreateLightweightRenderTexturesPass.Setup(baseDescriptor, colorHandle, depthHandle, sampleCount); renderer.EnqueuePass(m_CreateLightweightRenderTexturesPass); Camera camera = renderingData.cameraData.camera; var rendererConfiguration = ScriptableRenderer.GetRendererConfiguration(renderingData.lightData.additionalLightsCount); m_SetupLightweightConstants.Setup(renderer.maxVisibleAdditionalLights, renderer.perObjectLightIndices); renderer.EnqueuePass(m_SetupLightweightConstants); m_RenderOpaqueForwardPass.Setup(baseDescriptor, colorHandle, depthHandle, ScriptableRenderer.GetCameraClearFlag(camera), camera.backgroundColor, rendererConfiguration); renderer.EnqueuePass(m_RenderOpaqueForwardPass); }
public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle mainLightShadowmapHandle) { if (null == _Compute) { _Enabled = false; return; } //_KernelFiltering = _Compute.FindKernel(_KernelFilteringName); _KernelFirstFiltering = _Compute.FindKernel(_KernelFirstFilteringName); _Compute.GetKernelThreadGroupSizes(_KernelFirstFiltering, out _NumThreadX, out _NumThreadY, out _NumThreadZ); if (_ShadowMapsPrecision == ShadowMapsPrecision.Half) { _SMFormat = RenderTextureFormat.ARGBHalf; } else { _SMFormat = RenderTextureFormat.ARGBFloat; } baseDescriptor.depthBufferBits = 0; baseDescriptor.colorFormat = _SMFormat; bool useMipmaps = _UseMipmaps; baseDescriptor.autoGenerateMips = useMipmaps; baseDescriptor.useMipMap = useMipmaps; baseDescriptor.enableRandomWrite = true; _MainLightFilteredSMDescriptor = baseDescriptor; }
/// <summary> /// Configure the pass with the source and destination to execute on. /// </summary> /// <param name="source">Source Render Target</param> /// <param name="destination">Destination Render Target</param> public void Setup(RenderTargetHandle source, RenderTargetHandle destination, float samplerScale) { this.m_Source = source; this.m_Destination = destination; this.m_SamplerScale = samplerScale; }
public override void FrameCleanup(CommandBuffer cmd) { if (depthNormalsHandle != RenderTargetHandle.CameraTarget) { cmd.ReleaseTemporaryRT(depthNormalsHandle.id); depthNormalsHandle = RenderTargetHandle.CameraTarget; } }
public void Setup(RenderPassEvent @event, RenderTargetIdentifier source, RenderTargetHandle destination, RayMarchingProcessData data) { m_Data = data; renderPassEvent = @event; m_ColorAttachment = source; m_Destination = destination; m_Materials = new MaterialLibrary(data); }
/// <summary> /// Configure the pass /// </summary> /// <param name="baseDescriptor"></param> /// <param name="colorHandle"></param> /// <param name="clearBlitTarget"></param> /// <param name="pixelRect"></param> public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle, bool clearBlitTarget = false, Rect pixelRect = new Rect()) { m_Source = colorHandle; m_TargetDimension = baseDescriptor.dimension; m_ClearBlitTarget = clearBlitTarget; m_IsMobileOrSwitch = Application.isMobilePlatform || Application.platform == RuntimePlatform.Switch; m_PixelRect = pixelRect; }
public GrabBlurPassImpl(RenderTargetHandle colorHandle) { m_ColorHandle = colorHandle; m_Blur = new CommandBufferBlur(); m_BlurTemp1 = Shader.PropertyToID("_Temp1"); m_BlurTemp2 = Shader.PropertyToID("_Temp2"); }
ScriptableRenderPass IAfterTransparentPass.GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle, RenderTargetHandle depthHandle) { var pass = new CopyColorPass(m_SamplingMaterial); pass.Setup(colorHandle, afterTransparent); return(pass); }
ScriptableRenderPass IAfterSkyboxPass.GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle, RenderTargetHandle depthHandle) { var pass = new CopyColorPass(); pass.Setup(colorHandle, afterSkybox); return(pass); }
public override void FrameCleanup(CommandBuffer cmd) { if (m_Target != RenderTargetHandle.CameraTarget) { cmd.ReleaseTemporaryRT(m_Target.id); m_Target = RenderTargetHandle.CameraTarget; } }
ScriptableRenderPass IAfterOpaquePass.GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorAttachmentHandle, RenderTargetHandle depthAttachmentHandle) { var pass = new CopyColorPass(); pass.Setup(colorAttachmentHandle, afterOpaque); return(pass); }
public void Setup(ScriptableRenderer renderer, RenderTargetHandle dst) { _renderer = renderer; _destination = dst; #if UNITY_2020_3_OR_NEWER ConfigureInput(ScriptableRenderPassInput.Depth); #endif }
public static RenderTargetIdentifier Request(CommandBuffer cmd, RenderTextureDescriptor renderTextureDescriptor, FilterMode filterMode = FilterMode.Point) { var handle = new RenderTargetHandle(); handle.Init("_POST_PROCESSING_TEMP_" + _tempIndex++); cmd.GetTemporaryRT(handle.id, renderTextureDescriptor, filterMode); _usingTempRTs.Add(handle.Identifier(), handle); return(handle.Identifier()); }
public FarawayTransition(Game game) : base(game) { this.DrawOrder = 1; ITargetRenderingManager renderingManager = ServiceHelper.Get <ITargetRenderingManager>(); this.SkyRt = renderingManager.TakeTarget(); renderingManager.ScheduleHook(this.DrawOrder, this.SkyRt.Target); }
public void Setup(RenderTargetIdentifier source, RenderTargetHandle destination) { this.source = source; this.destination = destination; m_Blur = new CommandBufferBlur(); m_BlurTemp1 = Shader.PropertyToID("_Temp1"); m_BlurTemp2 = Shader.PropertyToID("_Temp2"); }
public MyRenderObjectsPass(RenderTargetHandle destination, int layerMask, Material overrideMaterial) { _destination = destination; _overrideMaterial = overrideMaterial; _filteringSettings = new FilteringSettings(RenderQueueRange.opaque, layerMask); _renderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); }
/// <summary> /// Configure the pass with the source and destination to execute on. /// </summary> /// <param name="source">Source Render Target</param> /// <param name="destination">Destination Render Targt</param> public void Setup(RenderTargetHandle source, RenderTargetHandle destination, bool outline = false) { this.source = source; this.destination = destination; PersistentRenderTexture.Init(); this.outlineRT = outline; this.outlineRTH.Init("_MaskDepthTexture"); this.blitMat = AssetDatabase.LoadAssetAtPath <Material>("Assets/ShaderLab/9.Outline/_aterial.mat"); }
/// <summary> /// Create, setup and return a ScriptableRenderPass that will blit the pass-thru video when this GameObject is rendered. /// </summary> /// <param name="baseDescriptor">RenderTextureDescriptor for this pass. </param> /// <param name="colorHandle">RenderTargetHandle for color buffer.</param> /// <param name="depthHandle">RenderTargetHandle for depth buffer.</param> /// <param name="clearFlag">ClearFlag used for rendering.</param> /// <returns></returns> public ScriptableRenderPass GetPassToEnqueue(RenderTextureDescriptor baseDescriptor, RenderTargetHandle colorHandle, RenderTargetHandle depthHandle, ClearFlag clearFlag) { var lwrpBackgroundRenderPass = new LWRPBackgroundRenderPass(); lwrpBackgroundRenderPass.Setup(blitMaterial, colorHandle.Identifier(), depthHandle.Identifier(), baseDescriptor); return(lwrpBackgroundRenderPass); }
void CreateRenderTextures( ref CameraData cameraData, bool forceCreateColorTexture, FilterMode colorTextureFilterMode, CommandBuffer cmd, out RenderTargetHandle colorTargetHandle, out RenderTargetHandle depthTargetHandle) { ref var cameraTargetDescriptor = ref cameraData.cameraTargetDescriptor;
public BlurPass(RenderTargetIdentifier source, RenderTargetHandle destination, Material blurMaterial, int downSample, int passesCount) { _source = source; _destination = destination; _blurMaterial = blurMaterial; _downSample = downSample; _passesCount = passesCount; }