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_CreatePostOpaqueColorPass = new CreateColorRenderTexturesPass(); m_OpaquePostProcessPass = new PostProcessPass(); m_DrawSkyboxPass = new DrawSkyboxPass(); m_CopyDepthPass = new CopyDepthPass(); m_CopyColorPass = new CopyColorPass(); m_CreatePostTransparentColorPass = new CreateColorRenderTexturesPass(); m_RenderTransparentForwardPass = new RenderTransparentForwardPass(); m_PostProcessPass = new PostProcessPass(); m_FinalBlitPass = new FinalBlitPass(); m_CapturePass = new CapturePass(); m_EndXrRenderingPass = new EndXRRenderingPass(); #if UNITY_EDITOR m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(); m_LitGizmoRenderingPass = new GizmoRenderingPass(); m_UnlitGizmoRenderingPass = new GizmoRenderingPass(); #endif // RenderTexture format depends on camera and pipeline (HDR, non HDR, etc) // Samples (MSAA) depend on camera and pipeline m_ColorAttachment.Init("_CameraColorTexture"); m_ColorAttachmentAfterOpaquePost.Init("_CameraColorTextureAfterOpaquePost"); m_ColorAttachmentAfterTransparentPost.Init("_CameraColorTextureAfterTransparentPost"); m_DepthAttachment.Init("_CameraDepthAttachment"); m_DepthTexture.Init("_CameraDepthTexture"); m_OpaqueColor.Init("_CameraOpaqueTexture"); m_MainLightShadowmap.Init("_MainLightShadowmapTexture"); m_AdditionalLightsShadowmap.Init("_AdditionalLightsShadowmapTexture"); m_ScreenSpaceShadowmap.Init("_ScreenSpaceShadowmapTexture"); m_Initialized = true; }
public ForwardRendererSetup(ForwardRendererData data) { Material blitMaterial = CoreUtils.CreateEngineMaterial(data.blitShader); Material copyDepthMaterial = CoreUtils.CreateEngineMaterial(data.copyDepthShader); Material samplingMaterial = CoreUtils.CreateEngineMaterial(data.samplingShader); Material screenspaceShadowsMaterial = CoreUtils.CreateEngineMaterial(data.screenSpaceShadowShader); m_DepthOnlyPass = new DepthOnlyPass(); m_MainLightShadowCasterPass = new MainLightShadowCasterPass(); m_AdditionalLightsShadowCasterPass = new AdditionalLightsShadowCasterPass(); m_SetupForwardRenderingPass = new SetupForwardRenderingPass(); m_ScreenSpaceShadowResolvePass = new ScreenSpaceShadowResolvePass(screenspaceShadowsMaterial); m_CreateLightweightRenderTexturesPass = new CreateLightweightRenderTexturesPass(); m_BeginXrRenderingPass = new BeginXRRenderingPass(); m_SetupLightweightConstants = new SetupLightweightConstanstPass(); m_RenderOpaqueForwardPass = new RenderOpaqueForwardPass(); m_OpaquePostProcessPass = new PostProcessPass(); m_DrawSkyboxPass = new DrawSkyboxPass(); m_CopyDepthPass = new CopyDepthPass(copyDepthMaterial); m_CopyColorPass = new CopyColorPass(samplingMaterial); m_RenderTransparentForwardPass = new RenderTransparentForwardPass(); m_PostProcessPass = new PostProcessPass(); m_FinalBlitPass = new FinalBlitPass(blitMaterial); m_CapturePass = new CapturePass(); m_EndXrRenderingPass = new EndXRRenderingPass(); #if UNITY_EDITOR m_SceneViewDepthCopyPass = new SceneViewDepthCopyPass(copyDepthMaterial); m_LitGizmoRenderingPass = new GizmoRenderingPass(); m_UnlitGizmoRenderingPass = new GizmoRenderingPass(); #endif // RenderTexture format depends on camera and pipeline (HDR, non HDR, etc) // Samples (MSAA) depend on camera and pipeline m_ColorAttachment.Init("_CameraColorTexture"); m_ColorAttachmentAfterOpaquePost.Init("_CameraColorTextureAfterOpaquePost"); m_ColorAttachmentAfterTransparentPost.Init("_CameraColorTextureAfterTransparentPost"); m_DepthAttachment.Init("_CameraDepthAttachment"); m_DepthTexture.Init("_CameraDepthTexture"); m_OpaqueColor.Init("_CameraOpaqueTexture"); m_MainLightShadowmap.Init("_MainLightShadowmapTexture"); m_AdditionalLightsShadowmap.Init("_AdditionalLightsShadowmapTexture"); m_ScreenSpaceShadowmap.Init("_ScreenSpaceShadowmapTexture"); }
public Renderer2D(Renderer2DData data) : base(data) { m_Render2DLightingPass = new Render2DLightingPass(data); m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing); m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering, CoreUtils.CreateEngineMaterial(data.blitShader)); }