private void Init() { if (m_Inited) { return; } m_RenderOpaqueForwardPass = new RenderOpaqueForwardPass(); m_DirectionalShadowPass = new DirectionalShadowPass(); m_ScreenSpaceShadowPass = new ScreenSpaceShadowResolvePass(); m_DepthOnlyPass = new DepthOnlyPass(); m_SetupForwardRenderingPass = new SetupForwardRenderingPass(); m_SetupLWDConstants = new SetupLWDConstantsPass(); m_FinalBlitPass = new FinalBlitPass(); m_BlurPass = new BlurPass(); ColorAttachment.Init("_CameraColorTexture"); DepthAttachment.Init("_CameraDepthAttachment"); DepthTexture.Init("_CameraDepthTexture"); OpaqueColor.Init("_CameraOpaqueTexture"); DirectionalShadowmap.Init("_DirectionalShadowmapTexture"); BluredDirectionalShadowmap.Init("_BluredDirectionalShadowmapTexture"); ScreenSpaceShadowmap.Init("_ScreenSpaceShadowmapTexture"); m_Inited = true; }
public ForwardRenderer(ForwardRendererData data) : base(data) { Downsampling downsamplingMethod = LightweightRenderPipeline.asset.opaqueDownsampling; Material blitMaterial = CoreUtils.CreateEngineMaterial(data.blitShader); Material copyDepthMaterial = CoreUtils.CreateEngineMaterial(data.copyDepthShader); Material samplingMaterial = CoreUtils.CreateEngineMaterial(data.samplingShader); Material screenspaceShadowsMaterial = CoreUtils.CreateEngineMaterial(data.screenSpaceShadowShader); Material ssDownSampleMaterial = CoreUtils.CreateEngineMaterial("Hidden/Lightweight Render Pipeline/SSDownSample"); // Note: Since all custom render passes inject first and we have stable sort, // we inject the builtin passes in the before events. m_MainLightShadowCasterPass = new MainLightShadowCasterPass(RenderPassEvent.BeforeRenderingShadows); m_AdditionalLightsShadowCasterPass = new AdditionalLightsShadowCasterPass(RenderPassEvent.BeforeRenderingShadows); m_DepthPrepass = new DepthOnlyPass(RenderPassEvent.BeforeRenderingPrepasses, RenderQueueRange.all); m_ScreenSpaceShadowResolvePass = new ScreenSpaceShadowResolvePass(RenderPassEvent.BeforeRenderingPrepasses, screenspaceShadowsMaterial); m_SSSDownsamplePass = new SSShadowDownSamplePass(RenderPassEvent.BeforeRenderingPrepasses, ssDownSampleMaterial); m_RenderOpaqueForwardPass = new RenderOpaqueForwardPass(RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, data.opaqueLayerMask); m_CopyDepthPass = new CopyDepthPass(RenderPassEvent.BeforeRenderingOpaques, copyDepthMaterial); m_OpaquePostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingOpaques, true); m_DrawSkyboxPass = new DrawSkyboxPass(RenderPassEvent.BeforeRenderingSkybox); m_CopyColorPass = new CopyColorPass(RenderPassEvent.BeforeRenderingTransparents, samplingMaterial, downsamplingMethod); //m_RenderOpaqueDiscardAndBlendPass = new RenderOpaqueDiscardAndBlendPass(RenderPassEvent.BeforeRenderingTransparents , new RenderQueueRange(2350,2550), data.opaqueLayerMask); m_RenderTransparentForwardPass = new RenderTransparentForwardPass(RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent, data.transparentLayerMask); //m_RenderObjectsPass = new RenderObjectsPass(RenderPassEvent.AfterRenderingTransparents, RenderQueueRange.all); m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing); m_UICameraPass = new UICameraPass(RenderPassEvent.AfterRendering, RenderQueueRange.transparent, data.transparentLayerMask); m_CapturePass = new CapturePass(RenderPassEvent.AfterRendering); m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering, blitMaterial); #if UNITY_EDITOR m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(RenderPassEvent.AfterRendering + 9, copyDepthMaterial); #endif // RenderTexture format depends on camera and pipeline (HDR, non HDR, etc) // Samples (MSAA) depend on camera and pipeline m_CameraColorAttachment.Init("_CameraColorTexture"); m_CameraDepthAttachment.Init("_CameraDepthAttachment"); m_DepthTexture.Init("_CameraDepthTexture"); m_OpaqueColor.Init("_CameraOpaqueTexture"); //m_CameraNormalAttachment.Init("_CameraNormalAttachment"); m_ForwardLights = new ForwardLights(); }
public ForwardRenderer(ForwardRendererData data) : base(data) { Material blitMaterial = CoreUtils.CreateEngineMaterial(data.shaders.blitPS); Material copyDepthMaterial = CoreUtils.CreateEngineMaterial(data.shaders.copyDepthPS); Material samplingMaterial = CoreUtils.CreateEngineMaterial(data.shaders.samplingPS); Material screenspaceShadowsMaterial = CoreUtils.CreateEngineMaterial(data.shaders.screenSpaceShadowPS); StencilStateData stencilData = data.defaultStencilState; m_DefaultStencilState = StencilState.defaultValue; m_DefaultStencilState.enabled = stencilData.overrideStencilState; m_DefaultStencilState.SetCompareFunction(stencilData.stencilCompareFunction); m_DefaultStencilState.SetPassOperation(stencilData.passOperation); m_DefaultStencilState.SetFailOperation(stencilData.failOperation); m_DefaultStencilState.SetZFailOperation(stencilData.zFailOperation); // Note: Since all custom render passes inject first and we have stable sort, // we inject the builtin passes in the before events. m_VolumeBlendingPass = new VolumeBlendingPass(RenderPassEvent.BeforeRendering); m_MainLightShadowCasterPass = new MainLightShadowCasterPass(RenderPassEvent.BeforeRenderingShadows); m_AdditionalLightsShadowCasterPass = new AdditionalLightsShadowCasterPass(RenderPassEvent.BeforeRenderingShadows); m_DepthPrepass = new DepthOnlyPass(RenderPassEvent.BeforeRenderingPrepasses, RenderQueueRange.opaque, data.opaqueLayerMask); m_ScreenSpaceShadowResolvePass = new ScreenSpaceShadowResolvePass(RenderPassEvent.BeforeRenderingPrepasses, screenspaceShadowsMaterial); m_ColorGradingLutPass = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingOpaques, data.postProcessData); m_RenderOpaqueForwardPass = new DrawObjectsPass("Render Opaques", true, RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, data.opaqueLayerMask, m_DefaultStencilState, stencilData.stencilReference); m_CopyDepthPass = new CopyDepthPass(RenderPassEvent.BeforeRenderingOpaques, copyDepthMaterial); m_DrawSkyboxPass = new DrawSkyboxPass(RenderPassEvent.BeforeRenderingSkybox); m_CopyColorPass = new CopyColorPass(RenderPassEvent.BeforeRenderingTransparents, samplingMaterial); m_RenderTransparentForwardPass = new DrawObjectsPass("Render Transparents", false, RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent, data.transparentLayerMask, m_DefaultStencilState, stencilData.stencilReference); m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing, data.postProcessData); m_FinalPostProcessPass = new PostProcessPass(RenderPassEvent.AfterRenderingPostProcessing, data.postProcessData); m_CapturePass = new CapturePass(RenderPassEvent.AfterRendering); m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering, blitMaterial); #if UNITY_EDITOR m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(RenderPassEvent.AfterRendering + 9, copyDepthMaterial); #endif // RenderTexture format depends on camera and pipeline (HDR, non HDR, etc) // Samples (MSAA) depend on camera and pipeline m_CameraColorAttachment.Init("_CameraColorTexture"); m_CameraDepthAttachment.Init("_CameraDepthAttachment"); m_DepthTexture.Init("_CameraDepthTexture"); m_OpaqueColor.Init("_CameraOpaqueTexture"); m_AfterPostProcessColor.Init("_AfterPostProcessTexture"); m_ColorGradingLut.Init("_InternalGradingLut"); m_ForwardLights = new ForwardLights(); }
private void Init() { if (m_Initialized) { return; } m_DepthOnlyPass = new DepthOnlyPass(); m_MainLightShadowCasterPass = new MainLightShadowCasterPass(); m_AdditionalLightsShadowCasterPass = new AdditionalLightsShadowCasterPass(); m_SetupForwardRenderingPass = new SetupForwardRenderingPass(); m_ScreenSpaceShadowResolvePass = new ScreenSpaceShadowResolvePass(); m_CreateLightweightRenderTexturesPass = new CreateLightweightRenderTexturesPass(); m_BeginXrRenderingPass = new BeginXRRenderingPass(); m_SetupLightweightConstants = new SetupLightweightConstanstPass(); m_RenderOpaqueForwardPass = new RenderOpaqueForwardPass(); m_OpaquePostProcessPass = new OpaquePostProcessPass(); m_DrawSkyboxPass = new DrawSkyboxPass(); m_CopyDepthPass = new CopyDepthPass(); m_CopyColorPass = new CopyColorPass(); m_RenderTransparentForwardPass = new RenderTransparentForwardPass(); m_RenderTransparentForwardPass2 = new RenderTransparentForwardPass2(); m_RenderTransparentForwardPass3 = new RenderTransparentForwardPass3(); m_TransparentPostProcessPass = new TransparentPostProcessPass(); m_FinalBlitPass = new FinalBlitPass(); m_EndXrRenderingPass = new EndXRRenderingPass(); #if UNITY_EDITOR m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(); #endif // RenderTexture format depends on camera and pipeline (HDR, non HDR, etc) // Samples (MSAA) depend on camera and pipeline ColorAttachment.Init("_CameraColorTexture"); DepthAttachment.Init("_CameraDepthAttachment"); DepthTexture.Init("_CameraDepthTexture"); OpaqueColor.Init("_CameraOpaqueTexture"); MainLightShadowmap.Init("_MainLightShadowmapTexture"); AdditionalLightsShadowmap.Init("_AdditionalLightsShadowmapTexture"); ScreenSpaceShadowmap.Init("_ScreenSpaceShadowmapTexture"); m_Initialized = true; }
public ShadowRenderer(ShadowRendererData data) : base(data) { Material blitMaterial = CoreUtils.CreateEngineMaterial(data.shaders.blitPS); Material copyDepthMaterial = CoreUtils.CreateEngineMaterial(data.shaders.copyDepthPS); Material samplingMaterial = CoreUtils.CreateEngineMaterial(data.shaders.samplingPS); Material screenspaceShadowsMaterial = CoreUtils.CreateEngineMaterial(data.shaders.screenSpaceShadowPS); StencilStateData stencilData = data.defaultStencilState; m_DefaultStencilState = StencilState.defaultValue; m_DefaultStencilState.enabled = stencilData.overrideStencilState; m_DefaultStencilState.SetCompareFunction(stencilData.stencilCompareFunction); m_DefaultStencilState.SetPassOperation(stencilData.passOperation); m_DefaultStencilState.SetFailOperation(stencilData.failOperation); m_DefaultStencilState.SetZFailOperation(stencilData.zFailOperation); // Note: Since all custom render passes inject first and we have stable sort, // we inject the builtin passes in the before events. m_MainLightShadowCasterPass = new MainLightShadowCasterPass(RenderPassEvent.BeforeRenderingShadows); m_AdditionalLightsShadowCasterPass = new AdditionalLightsShadowCasterPass(RenderPassEvent.BeforeRenderingShadows); m_DepthPrepass = new DepthOnlyPass(RenderPassEvent.BeforeRenderingPrepasses, RenderQueueRange.opaque, LayerMask.GetMask("AR", "Tridify", "Outline")); m_ScreenSpaceShadowResolvePass = new ScreenSpaceShadowResolvePass(RenderPassEvent.BeforeRenderingPrepasses, screenspaceShadowsMaterial); m_CopyDepthPass = new CopyDepthPass(RenderPassEvent.BeforeRenderingOpaques, copyDepthMaterial); m_CopyColorPass = new CopyColorPass(RenderPassEvent.BeforeRenderingTransparents, samplingMaterial); m_CapturePass = new CapturePassCopy(RenderPassEvent.AfterRendering); m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering, blitMaterial); #if UNITY_EDITOR m_SceneViewDepthCopyPass = new SceneViewDepthCopyPassCopy(RenderPassEvent.AfterRendering + 9, copyDepthMaterial); #endif // RenderTexture format depends on camera and pipeline (HDR, non HDR, etc) // Samples (MSAA) depend on camera and pipeline m_CameraColorAttachment.Init("_CameraColorTexture"); m_CameraDepthAttachment.Init("_CameraDepthAttachment"); m_DepthTexture.Init("_CameraDepthTexture"); m_OpaqueColor.Init("_CameraOpaqueTexture"); m_ForwardLights = new ForwardLights(); }