protected override UnityEngine.Rendering.RenderPipeline CreatePipeline()
        {
            GameheadsRenderPipeline pipeline = null;

            try
            {
                pipeline = new GameheadsRenderPipeline(this);
            }
            catch (Exception e)
            {
                UnityEngine.Debug.LogError(e);
            }

            return(pipeline);
        }
Exemplo n.º 2
0
        protected override void Render(ScriptableRenderContext context, Camera[] cameras)
        {
            if (cameras.Length == 0)
            {
                return;
            }

            UnityEngine.Rendering.RenderPipeline.BeginFrameRendering(context, cameras);

            // Loop over all active cameras in the scene and render them.
            foreach (var camera in cameras)
            {
                if (camera == null)
                {
                    continue;
                }

                // S E T U P
                UnityEngine.Rendering.RenderPipeline.BeginCameraRendering(context, camera);

                // TODO: Should we move this after we set the rasterization render target so that scene view UI is also pixelated?
                DrawSceneViewUI(camera);

                ScriptableCullingParameters cullingParameters;
                if (!camera.TryGetCullingParameters(camera.stereoEnabled, out cullingParameters))
                {
                    continue;
                }

                // Need to update the volume manager for the current camera before querying any volume parameter results.
                // This triggers the volume manager to blend volume parameters spatially, based on the camera position.
                VolumeManager.instance.Update(camera.transform, camera.cullingMask);

                // Compute the list of visible render meshes and light sources that are inside the camera's view.
                CullingResults cullingResults = context.Cull(ref cullingParameters);

                // Setup camera for rendering (sets render target, view/projection matrices and other per-camera built-in shader variables).
                context.SetupCameraProperties(camera);


                // R E N D E R   S C E N E
                var           cmd = CommandBufferPool.Get(GameheadsStringConstants.s_CommandBufferRenderForwardStr);
                int           renderTargetWidth  = camera.pixelWidth;
                int           renderTargetHeight = camera.pixelHeight;
                RenderTexture rasterizationRT    = RenderTexture.GetTemporary(renderTargetWidth, renderTargetHeight, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default, 1, RenderTextureMemoryless.None, VRTextureUsage.None, false);
                cmd.SetRenderTarget(rasterizationRT);
                {
                    PushGlobalRasterizationParameters(camera, cmd, renderTargetWidth, renderTargetHeight);
                    PushFogParameters(camera, cmd);
                    context.ExecuteCommandBuffer(cmd);
                    cmd.Release();

                    DrawOpaque(context, camera, ref cullingResults);
                    // DrawTransparent(context, camera, ref cullingResults);
                    // TODO: DrawSkybox(context, camera);
                    DrawLegacyCanvasUI(context, camera, ref cullingResults);
                    DrawGizmos(context, camera, GizmoSubset.PreImageEffects);
                    DrawGizmos(context, camera, GizmoSubset.PostImageEffects);
                }


                // R E N D E R   P O S T   P R O C E S S I N G
                cmd = CommandBufferPool.Get(GameheadsStringConstants.s_CommandBufferRenderPostProcessStr);
                cmd.SetRenderTarget(camera.targetTexture);
                {
                    PushGlobalPostProcessingParameters(camera, cmd, m_Asset, rasterizationRT, renderTargetWidth, renderTargetHeight);
                    PushTonemapperParameters(camera, cmd);
                    GameheadsRenderPipeline.DrawFullScreenQuad(cmd, postProcessingMaterial);
                }


                // C L E A N   U P
                context.ExecuteCommandBuffer(cmd);
                cmd.Release();
                context.Submit();
                RenderTexture.ReleaseTemporary(rasterizationRT);
                UnityEngine.Rendering.RenderPipeline.EndCameraRendering(context, camera);
            }

            UnityEngine.Rendering.RenderPipeline.EndFrameRendering(context, cameras);
        }