Пример #1
0
        void RenderDefaultTransparent(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            var camera = renderingData.camera;
            FilteringSettings filteringSettings = new FilteringSettings(RenderQueueRange.transparent);
            SortingSettings   sortingSettings   = new SortingSettings(camera);

            sortingSettings.criteria = SortingCriteria.CommonTransparent;
            DrawingSettings drawingSettings = new DrawingSettings(new ShaderTagId("TransparentBack"), sortingSettings)
            {
                enableDynamicBatching = true,
                perObjectData         = PerObjectData.ReflectionProbes,
            };

            drawingSettings.SetShaderPassName(1, new ShaderTagId("TransparentFront"));
            RenderStateBlock stateBlock = new RenderStateBlock(RenderStateMask.Nothing);

            context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings, ref stateBlock);
        }
        partial void DrawUnsupportedShaders()
        {
            if (errorMaterial == null)
            {
                errorMaterial = new Material(Shader.Find("Hidden/InternalErrorShader"));
            }
            var filteringSettings = FilteringSettings.defaultValue;
            var drawingSettings   = new DrawingSettings(legacyShaderTagIds[0], new SortingSettings(camera))
            {
                overrideMaterial = errorMaterial
            };

            for (int i = 1; i < legacyShaderTagIds.Length; i++)
            {
                drawingSettings.SetShaderPassName(i, legacyShaderTagIds[i]);
            }
            context.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings);
        }
    void DrawVisibleGeometry(
        bool useDynamicBatching, bool useGPUInstancing, bool useLightsPerObject
        )
    {
        PerObjectData lightsPerObjectFlags = useLightsPerObject ?
                                             PerObjectData.LightData | PerObjectData.LightIndices :
                                             PerObjectData.None;
        var sortingSettings = new SortingSettings(camera)
        {
            criteria = SortingCriteria.CommonOpaque
        };
        var drawingSettings = new DrawingSettings(
            unlitShaderTagId, sortingSettings
            )
        {
            enableDynamicBatching = useDynamicBatching,
            enableInstancing      = useGPUInstancing,
            perObjectData         =
                PerObjectData.ReflectionProbes |
                PerObjectData.Lightmaps | PerObjectData.ShadowMask |
                PerObjectData.LightProbe | PerObjectData.OcclusionProbe |
                PerObjectData.LightProbeProxyVolume |
                PerObjectData.OcclusionProbeProxyVolume |
                lightsPerObjectFlags
        };

        drawingSettings.SetShaderPassName(1, litShaderTagId);

        var filteringSettings = new FilteringSettings(RenderQueueRange.opaque);

        context.DrawRenderers(
            cullingResults, ref drawingSettings, ref filteringSettings
            );

        context.DrawSkybox(camera);

        sortingSettings.criteria           = SortingCriteria.CommonTransparent;
        drawingSettings.sortingSettings    = sortingSettings;
        filteringSettings.renderQueueRange = RenderQueueRange.transparent;

        context.DrawRenderers(
            cullingResults, ref drawingSettings, ref filteringSettings
            );
    }
Пример #4
0
    private void RenderStochasticForward(SortingSettings sortingSettings, DrawingSettings drawSettings, FilteringSettings filterSettings,
                                         CullingResults cull, ScriptableRenderContext context)
    {
        CommandBuffer cmd = CommandBufferPool.Get("Stochastic");

        //Set Color RT
        cmd.SetRenderTarget(m_ColorBuffer, m_DepthStencilBuffer);
        cmd.SetGlobalInt(ShaderIDs._MSAASampleCount, k_MSAASamples);

        context.ExecuteCommandBuffer(cmd);
        CommandBufferPool.Release(cmd);

        //Opaque objects
        sortingSettings.criteria     = SortingCriteria.CommonOpaque;
        drawSettings.sortingSettings = sortingSettings;
        drawSettings.SetShaderPassName(0, m_PassName);
        filterSettings.renderQueueRange = RenderQueueRange.opaque;
        context.DrawRenderers(cull, ref drawSettings, ref filterSettings);
    }
    private void RenderTransmission(SortingSettings sortingSettings, DrawingSettings drawSettings, FilteringSettings filterSettings,
                                    CullingResults cull, ScriptableRenderContext context)
    {
        CommandBuffer cmd = CommandBufferPool.Get("Transmission");

        //Set Alpha RT
        cmd.SetRenderTarget(m_TransmissionBuffer);
        cmd.ClearRenderTarget(false, true, Color.white);

        context.ExecuteCommandBuffer(cmd);
        CommandBufferPool.Release(cmd);

        //Opaque objects
        sortingSettings.criteria     = SortingCriteria.CommonOpaque;
        drawSettings.sortingSettings = sortingSettings;
        drawSettings.SetShaderPassName(0, m_TransmittancePassName);
        filterSettings.renderQueueRange = RenderQueueRange.opaque;
        context.DrawRenderers(cull, ref drawSettings, ref filterSettings);
    }
Пример #6
0
    private void DrawUnsupportedShaders()
    {
        SortingSettings settings = new SortingSettings(_camera);
        DrawingSettings draw     = new DrawingSettings(legacyShaderTagIds[0], settings);

        for (int i = 1; i < legacyShaderTagIds.Length; i++)
        {
            draw.SetShaderPassName(i, legacyShaderTagIds[i]); //本次绘制可以使用的shader tag,也就是pass中的lightmode
        }
        //本次绘制的所有物体都使用该material
        if (errorMaterial == null)
        {
            errorMaterial = new Material(Shader.Find("Hidden/InternalErrorShader"));
        }
        draw.overrideMaterial = errorMaterial; //本次绘制使用的材质
        FilteringSettings fiter = FilteringSettings.defaultValue;

        _context.DrawRenderers(_results, ref draw, ref fiter);
    }
        protected void GetDefaultDrawSettings(ref RenderingData renderingData, Material material, out DrawingSettings drawingSettings, out FilteringSettings filteringSettings, out RenderStateBlock renderStateBlock)
        {
            drawingSettings = new DrawingSettings(m_shaderTagIdList[0], new SortingSettings(renderingData.cameraData.camera));
            for (int i = 1; i < m_shaderTagIdList.Length; ++i)
            {
                drawingSettings.SetShaderPassName(i, m_shaderTagIdList[i]);
            }
            drawingSettings.overrideMaterial          = material;
            drawingSettings.overrideMaterialPassIndex = 0;
            drawingSettings.enableDynamicBatching     = renderingData.supportsDynamicBatching;
            drawingSettings.enableInstancing          = material.enableInstancing;
            drawingSettings.perObjectData             = perObjectData;

            // default render queue range is opaque. please change it before draw call if needed.
            filteringSettings = new FilteringSettings(new RenderQueueRange(renderQueueLowerBound, renderQueueUpperBound), ~parentProjector.projector.ignoreLayers);
            filteringSettings.renderingLayerMask = (uint)renderingLayerMask;

            renderStateBlock = parentProjector.GetDefaultRenderStateBlock(useStencilTest, m_stencilTestOptions);
        }
        protected DrawingSettings CreateDrawingSettings(Camera camera, SortingCriteria sortingCriteria, PerObjectData perObjectData, bool supportsDynamicBatching)
        {
            SortingSettings sortingSettings = new SortingSettings(camera)
            {
                criteria = sortingCriteria
            };
            DrawingSettings settings = new DrawingSettings(m_ShaderTagIDs[0], sortingSettings)
            {
                perObjectData         = perObjectData,
                enableInstancing      = true,
                enableDynamicBatching = supportsDynamicBatching
            };

            for (int i = 1; i < m_ShaderTagIDs.Count; ++i)
            {
                settings.SetShaderPassName(i, m_ShaderTagIDs[i]);
            }
            return(settings);
        }
Пример #9
0
        public static void RenderNormals(this IRenderPass2D pass, ScriptableRenderContext context, RenderingData renderingData, DrawingSettings drawSettings, FilteringSettings filterSettings, RenderTargetIdentifier depthTarget, CommandBuffer cmd, LightStats lightStats)
        {
            using (new ProfilingScope(cmd, m_ProfilingSampler))
            {
                // figure out the scale
                var normalRTScale = 0.0f;

                if (depthTarget != BuiltinRenderTextureType.None)
                {
                    normalRTScale = 1.0f;
                }
                else
                {
                    normalRTScale = Mathf.Clamp(pass.rendererData.lightRenderTextureScale, 0.01f, 1.0f);
                }

                pass.CreateNormalMapRenderTexture(renderingData, cmd, normalRTScale);

                if (depthTarget != BuiltinRenderTextureType.None)
                {
                    cmd.SetRenderTarget(
                        pass.rendererData.normalsRenderTarget.Identifier(),
                        RenderBufferLoadAction.DontCare,
                        RenderBufferStoreAction.Store,
                        depthTarget,
                        RenderBufferLoadAction.Load,
                        RenderBufferStoreAction.Store);
                }
                else
                {
                    cmd.SetRenderTarget(pass.rendererData.normalsRenderTarget.Identifier(), RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
                }

                cmd.ClearRenderTarget(false, true, k_NormalClearColor);

                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

                drawSettings.SetShaderPassName(0, k_NormalsRenderingPassName);
                context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings);
            }
        }
Пример #10
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        partial void DrawUnsupportedShaders()
        {
            if (_errorMaterial == null)
            {
                _errorMaterial = new Material(Shader.Find("Hidden/InternalErrorShader"));
            }

            var sortingSettings = new SortingSettings(_camera);
            var drawSettings    = new DrawingSettings(_legencyShaderTagId[0], sortingSettings);

            drawSettings.overrideMaterial = _errorMaterial;
            for (int n = 0; n < _legencyShaderTagId.Length; ++n)
            {
                drawSettings.SetShaderPassName(n, _legencyShaderTagId[n]);
            }

            var filteringSettings = FilteringSettings.defaultValue;

            _context.DrawRenderers(_cullingResults, ref drawSettings, ref filteringSettings);
        }
Пример #11
0
        internal static void RenderObjectsWithError(ScriptableRenderContext context, ref CullingResults cullResults, Camera camera, FilteringSettings filterSettings, SortingCriteria sortFlags)
        {
            SortingSettings sortingSettings = new SortingSettings(camera)
            {
                criteria = sortFlags
            };
            DrawingSettings errorSettings = new DrawingSettings(m_LegacyShaderPassNames[0], sortingSettings)
            {
                perObjectData             = PerObjectData.None,
                overrideMaterial          = errorMaterial,
                overrideMaterialPassIndex = 0
            };

            for (int i = 1; i < m_LegacyShaderPassNames.Count; ++i)
            {
                errorSettings.SetShaderPassName(i, m_LegacyShaderPassNames[i]);
            }

            context.DrawRenderers(cullResults, ref errorSettings, ref filterSettings);
        }
        private void DrawUnsupportedShaders()
        {
            var drawingSettings = new DrawingSettings(
                legacyShaderTagIds[0], new SortingSettings(camera)
                )
            {
                overrideMaterial = errorMaterial
            };

            var filteringSettings = FilteringSettings.defaultValue;

            for (var i = 1; i < legacyShaderTagIds.Length; i++)
            {
                drawingSettings.SetShaderPassName(i, legacyShaderTagIds[i]);
            }

            renderContext.DrawRenderers(
                cullingResults, ref drawingSettings, ref filteringSettings
                );
        }
Пример #13
0
    void DrawVisibleGeometry()
    {
        var sortingSettings = new SortingSettings(camera)
        {
            criteria = SortingCriteria.CommonOpaque
        };
        var drawingSettings   = new DrawingSettings(unlitShaderTagId, sortingSettings);
        var filteringSettings = new FilteringSettings(RenderQueueRange.opaque);

        drawingSettings.SetShaderPassName(1, litShaderTagId);

        context.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings);
        context.DrawSkybox(camera);

        sortingSettings.criteria           = SortingCriteria.CommonTransparent;
        drawingSettings.sortingSettings    = sortingSettings;
        filteringSettings.renderQueueRange = RenderQueueRange.transparent;

        context.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings);
    }
Пример #14
0
    void DrawVisibleGeometry(bool useDynamicBatching, bool useGPUInstancing)
    {
        var sortingSettings = new SortingSettings(camera);
        var drawingSettings = new DrawingSettings(unlitShaderTagId, sortingSettings);
        var filterSettings  = new FilteringSettings(RenderQueueRange.opaque);

        drawingSettings.enableDynamicBatching = useDynamicBatching;
        drawingSettings.enableInstancing      = useGPUInstancing;
        drawingSettings.SetShaderPassName(1, litShaderTagId);
        drawingSettings.perObjectData = PerObjectData.Lightmaps | PerObjectData.LightProbe;

        context.DrawRenderers(cullingResults, ref drawingSettings, ref filterSettings);

        context.DrawSkybox(camera);

        sortingSettings.criteria        = SortingCriteria.CommonTransparent;
        drawingSettings.sortingSettings = sortingSettings;
        filterSettings.renderQueueRange = RenderQueueRange.transparent;
        context.DrawRenderers(cullingResults, ref drawingSettings, ref filterSettings);
    }
Пример #15
0
 private void DrawErrorShader(ScriptableRenderContext context, SortingSettings sortingSettings, CullingResults cull, FilteringSettings filterSettings)
 {
     //Replace all legacy pass tag shaders by the pink error shader
     if (errorMaterial != null)
     {
         sortingSettings.criteria        = SortingCriteria.None;
         filterSettings.renderQueueRange = RenderQueueRange.all;
         DrawingSettings errorSettings = new DrawingSettings(m_LegacyShaderPassNames[0], sortingSettings)
         {
             perObjectData             = PerObjectData.None,
             overrideMaterial          = errorMaterial,
             overrideMaterialPassIndex = 0
         };
         for (int i = 1; i < m_LegacyShaderPassNames.Count; ++i)
         {
             errorSettings.SetShaderPassName(i, m_LegacyShaderPassNames[i]);
         }
         context.DrawRenderers(cull, ref errorSettings, ref filterSettings);
     }
 }
Пример #16
0
        public static void RenderNormals(this IRenderPass2D pass, ScriptableRenderContext context, RenderingData renderingData, DrawingSettings drawSettings, FilteringSettings filterSettings, RenderTargetIdentifier depthTarget, CommandBuffer cmd, LightStats lightStats)
        {
            using (new ProfilingScope(cmd, m_ProfilingSampler))
            {
                // figure out the scale
                var normalRTScale = 0.0f;

                if (depthTarget != BuiltinRenderTextureType.None)
                {
                    normalRTScale = 1.0f;
                }
                else
                {
                    normalRTScale = Mathf.Clamp(pass.rendererData.lightRenderTextureScale, 0.01f, 1.0f);
                }

                pass.CreateNormalMapRenderTexture(renderingData, cmd, normalRTScale);


                var msaaEnabled = renderingData.cameraData.cameraTargetDescriptor.msaaSamples > 1;
                var storeAction = msaaEnabled ? RenderBufferStoreAction.Resolve : RenderBufferStoreAction.Store;
                var clearFlag   = pass.rendererData.useDepthStencilBuffer ? ClearFlag.All : ClearFlag.Color;
                if (depthTarget != BuiltinRenderTextureType.None)
                {
                    CoreUtils.SetRenderTarget(cmd,
                                              pass.rendererData.normalsRenderTarget, RenderBufferLoadAction.DontCare, storeAction,
                                              depthTarget, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store,
                                              clearFlag, k_NormalClearColor);
                }
                else
                {
                    CoreUtils.SetRenderTarget(cmd, pass.rendererData.normalsRenderTarget, RenderBufferLoadAction.DontCare, storeAction, clearFlag, k_NormalClearColor);
                }

                context.ExecuteCommandBuffer(cmd);
                cmd.Clear();

                drawSettings.SetShaderPassName(0, k_NormalsRenderingPassName);
                context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings);
            }
        }
Пример #17
0
    partial void DrawUnSupportedShadersGeometry()
    {
        if (errorMaterial == null)
        {
            errorMaterial = new Material(Shader.Find("Hidden/InternalErrorShader"));
        }

        DrawingSettings drawingSettings = new DrawingSettings();

        drawingSettings.sortingSettings  = new SortingSettings(camera);
        drawingSettings.overrideMaterial = errorMaterial;

        for (int i = 0; i != legacyShaderTagIds.Length; ++i)
        {
            drawingSettings.SetShaderPassName(i, legacyShaderTagIds[i]);
        }

        FilteringSettings filteringSettings = FilteringSettings.defaultValue;

        renderContext.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings);
    }
Пример #18
0
    void DrawVisibleGeometry(bool useDynamicBatching, bool useGPUInstancing)
    {
        //---------
        //绘制不透明物体
        var sortingSettings = new SortingSettings(camera) //排序设置
        {
            criteria = SortingCriteria.CommonOpaque       //分类标准.通用不透明
        };

        var drawingSettings = new DrawingSettings(unlitShaderTagId, sortingSettings)
        {
            enableDynamicBatching = useDynamicBatching,                                                                                                       //动态批处理
            enableInstancing      = useGPUInstancing,                                                                                                         //GPU实例化
            perObjectData         = PerObjectData.Lightmaps | PerObjectData.LightProbe | PerObjectData.LightProbeProxyVolume | PerObjectData.ReflectionProbes //光照贴图,光照探针,光探针代理体积
        };

        drawingSettings.SetShaderPassName(1, litShaderTagId);

        var filteringSettings = new FilteringSettings(RenderQueueRange.opaque); //渲染队列范围.不透明

        context.DrawRenderers(
            cullingResults, ref drawingSettings, ref filteringSettings
            );
        //---------


        context.DrawSkybox(camera); //绘制天空盒


        //---------
        //绘制透明物体
        sortingSettings.criteria           = SortingCriteria.CommonTransparent;
        drawingSettings.sortingSettings    = sortingSettings;
        filteringSettings.renderQueueRange = RenderQueueRange.transparent;

        context.DrawRenderers(
            cullingResults, ref drawingSettings, ref filteringSettings
            );
        //---------
    }
    partial void DrawUnsupportedShaders()
    {
        if (!errorMaterial)
        {
            errorMaterial = new Material(Shader.Find("Hidden/InternalErrorShader"));
        }

        var drawingSettings = new DrawingSettings(legacyShaderTagIds[0], new SortingSettings(camera))
        {
            overrideMaterial = errorMaterial
        };

        // https://docs.unity3d.com/2017.4/Documentation/ScriptReference/Experimental.Rendering.DrawRendererSettings.SetShaderPassName.html
        for (int i = 1; i < legacyShaderTagIds.Length; i++)
        {
            drawingSettings.SetShaderPassName(i, legacyShaderTagIds[i]);
        }

        var filteringSettings = FilteringSettings.defaultValue;

        context.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings);
    }
Пример #20
0
        partial void DrawUnsupportedShaders(ref CullingResults cullingResults)
        {
            if (_errorMaterial == null)
            {
                _errorMaterial = new Material(Shader.Find("Hidden/InternalErrorShader"));
            }

            var drawingSettings = new DrawingSettings()
            {
                overrideMaterial = _errorMaterial
            };

            drawingSettings.sortingSettings = new SortingSettings(_camera);
            for (int i = 0; i < _legacyShaderTagIds.Length; i++)
            {
                drawingSettings.SetShaderPassName(i, _legacyShaderTagIds[i]);
            }

            var filterSettings = FilteringSettings.defaultValue;

            _context.DrawRenderers(cullingResults, ref drawingSettings, ref filterSettings);
        }
Пример #21
0
        private void DrawVisibleGeometry()
        {
            var sortingSettings = new SortingSettings(_camera);

            sortingSettings.criteria = SortingCriteria.CommonOpaque;
            var drawingSetting = new DrawingSettings();

            drawingSetting.SetShaderPassName(0, unlitShaderTagId);
            drawingSetting.sortingSettings       = sortingSettings;
            drawingSetting.enableInstancing      = true;
            drawingSetting.enableDynamicBatching = true;
            var filteringSetting = new FilteringSettings(RenderQueueRange.opaque);

            _context.DrawRenderers(_cullingResults, ref drawingSetting, ref filteringSetting);

            _context.DrawSkybox(_camera);

            sortingSettings.criteria = SortingCriteria.CommonTransparent;
            // drawingSetting.sortingSettings = sortingSettings;
            filteringSetting.renderQueueRange = RenderQueueRange.transparent;
            _context.DrawRenderers(_cullingResults, ref drawingSetting, ref filteringSetting);
        }
Пример #22
0
        partial void DrawLegacy()
        {
            _errorMaterial = _errorMaterial != null
                ? _errorMaterial
                : new Material(Shader.Find("Hidden/InternalErrorShader"));

            var drawingSettings = new DrawingSettings(
                _legacyShaderTagIds[0], new SortingSettings(_camera)
                )
            {
                overrideMaterial = _errorMaterial
            };

            for (int i = 1; i < _legacyShaderTagIds.Length; i++)
            {
                drawingSettings.SetShaderPassName(i, _legacyShaderTagIds[i]);
            }

            var filteringSettings = new FilteringSettings(RenderQueueRange.all);

            _context.DrawRenderers(_cullingResults, ref drawingSettings, ref filteringSettings);
        }
Пример #23
0
    void DrawDepthOnly(ScriptableRenderContext context, Camera camera)
    {
        SortingSettings sortingSettings = new SortingSettings(camera);

        sortingSettings.criteria = SortingCriteria.CommonOpaque;       // front to back.

        //https://docs.unity3d.com/ScriptReference/Rendering.DrawingSettings.html
        DrawingSettings drawingSettings = new DrawingSettings();

        drawingSettings.SetShaderPassName(0, shaderTagIds[0]);
        drawingSettings.sortingSettings  = sortingSettings;
        drawingSettings.enableInstancing = true;

        //https://docs.unity3d.com/ScriptReference/Rendering.FilteringSettings.html
        FilteringSettings filteringSettings = new FilteringSettings();

        filteringSettings.renderQueueRange   = RenderQueueRange.opaque;
        filteringSettings.renderingLayerMask = 1;
        filteringSettings.layerMask          = camera.cullingMask;

        context.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings);
    }
Пример #24
0
        private void RenderNormal()
        {
            //绘制原来不透明物体,由于这里用的不是commandbuffer,所以要注意一下,在这个之前的commandbuffer需要先excure一遍
            var drawSettings = new DrawingSettings();

            drawSettings.SetShaderPassName(0, ShaderPass.c_UniltPass_ID);
            drawSettings.sortingSettings = new SortingSettings(hostCamera)
            {
                criteria = SortingCriteria.CommonOpaque
            };
            drawSettings.perObjectData = PerObjectData.None;
            var filterSettings = new FilteringSettings
            {
                layerMask          = hostCamera.cullingMask,
                renderingLayerMask = 1,
                renderQueueRange   = RenderQueueRange.opaque
            };

            CullingResults cullingResults = PipelineContext.renderContext.Cull(ref cullParams);

            PipelineContext.renderContext.DrawRenderers(cullingResults, ref drawSettings, ref filterSettings);
            PipelineContext.renderContext.DrawSkybox(hostCamera);
        }
Пример #25
0
    private void DrawVisibleGeometry(bool useDynamicBatching, bool useGPUInstancing)
    {
        SortingSettings sortingSettings = new SortingSettings(camera)
        {
            criteria = SortingCriteria.CommonOpaque
        };
        DrawingSettings drawingSettings = new DrawingSettings(unlitShaderTagId, sortingSettings)
        {
            enableDynamicBatching = useDynamicBatching,
            enableInstancing      = useGPUInstancing
        };

        drawingSettings.SetShaderPassName(1, litShaderTagId);
        FilteringSettings filteringSettings = new FilteringSettings(RenderQueueRange.opaque);

        context.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings);
        context.DrawSkybox(camera);

        sortingSettings.criteria           = SortingCriteria.CommonTransparent;
        drawingSettings.sortingSettings    = sortingSettings;
        filteringSettings.renderQueueRange = RenderQueueRange.transparent;
        context.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings);
    }
Пример #26
0
    //对不支持的shader指定默认的渲染材质
    //void DrawUnsupportedShaders()
    //{
    //    if (errorMaterial == null)
    //        errorMaterial = new Material(Shader.Find("Hidden/InternalErrorShader"));
    //    var drawingSettings = new DrawingSettings(legacyShaderTagIds[0], new SortingSettings(camera))
    //    {
    //        overrideMaterial = errorMaterial
    //    };
    //    //遍历legacyShaderTagIds中所有的shader类型
    //    for (int i = 1; i<legacyShaderTagIds.Length; i++)
    //    {
    //        drawingSettings.SetShaderPassName(i, legacyShaderTagIds[i]);
    //    }
    //    var filteringSettings = FilteringSettings.defaultValue;
    //    context.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings);
    //}

    void DrawVisibleGeometry(bool useDynamicBatching, bool useGPUInstancing)
    {
        //The camera's transparency sort mode is used to determine whether to use orthographic
        //sortingSettings 用于确定基于正交还是透视图的应用排序
        var sortingSettings = new SortingSettings(camera)
        {
            criteria = SortingCriteria.CommonOpaque
        };
        var drawingSettings = new DrawingSettings(unlitShaderTagId, sortingSettings)
        {
            enableDynamicBatching = useDynamicBatching,
            enableInstancing      = useGPUInstancing,
            perObjectData         = PerObjectData.Lightmaps | PerObjectData.ShadowMask |
                                    PerObjectData.LightProbe | PerObjectData.OcclusionProbe | PerObjectData.LightProbeProxyVolume |
                                    PerObjectData.OcclusionProbeProxyVolume
        };

        drawingSettings.SetShaderPassName(1, litShaderTagId);
        var filteringSettings = new FilteringSettings(RenderQueueRange.all);

        context.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings);
        context.DrawSkybox(camera);
    }
Пример #27
0
        // Here you can implement the rendering logic.
        // Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
        // https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
        // You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
        public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
        {
            if (!outlineMaterial)
            {
                return;
            }

            SortingSettings sortingSettings = new SortingSettings(renderingData.cameraData.camera);

            sortingSettings.criteria = SortingCriteria.OptimizeStateChanges;       // Better for SRP Batcher.

            DrawingSettings drawingSettings = new DrawingSettings();

            drawingSettings.SetShaderPassName(0, shaderTagId);
            drawingSettings.sortingSettings  = sortingSettings;
            drawingSettings.enableInstancing = true;

            drawingSettings.overrideMaterial          = outlineMaterial;
            drawingSettings.overrideMaterialPassIndex = 0;

            RenderQueueRange range = new RenderQueueRange();

            range.lowerBound = passSetting.queueMin;
            range.upperBound = passSetting.queueMax;

            FilteringSettings filteringSettings = new FilteringSettings();

            filteringSettings.renderQueueRange   = range;
            filteringSettings.renderingLayerMask = 1;
            filteringSettings.layerMask          = passSetting.layer;

            outlineMaterial.SetFloat(OutlineWidthId, passSetting.outlineWidth);
            outlineMaterial.SetColor(OutlineColorId, passSetting.outlineColor);
            outlineMaterial.SetFloat(AspectId, renderingData.cameraData.camera.aspect);

            context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filteringSettings);
        }
        private void DrawVisibleObjects(bool useDynamicBatching, bool useGPUInstancing)
        {
            SortingSettings sortingSettings = new SortingSettings(camera)
            {
                criteria = SortingCriteria.CommonOpaque
            };
            // Lightmaps enable LIGHTMAP_ON, ShadowMask enable shadow mask texture, OcclusionProbe enable unity_ProbesOcclusion
            DrawingSettings drawingSettings = new DrawingSettings(unlitShaderTagID, sortingSettings)
            {
                enableDynamicBatching = useDynamicBatching, enableInstancing = useGPUInstancing,
                perObjectData         = PerObjectData.Lightmaps | PerObjectData.ShadowMask | PerObjectData.OcclusionProbe | PerObjectData.OcclusionProbeProxyVolume
                                        | PerObjectData.LightProbe | PerObjectData.LightProbeProxyVolume
            };

            drawingSettings.SetShaderPassName(1, litShaderTagID);
            FilteringSettings filteringSettings = new FilteringSettings(RenderQueueRange.opaque);

            renderContext.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings);
            renderContext.DrawSkybox(camera);
            sortingSettings.criteria           = SortingCriteria.CommonTransparent;
            drawingSettings.sortingSettings    = sortingSettings;
            filteringSettings.renderQueueRange = RenderQueueRange.transparent;
            renderContext.DrawRenderers(cullingResults, ref drawingSettings, ref filteringSettings);
        }
Пример #29
0
        DrawingSettings GetDrawingSettings(ref RenderingData renderingData)
        {
            var camera          = renderingData.cameraData.camera;
            var sortingSettings = new SortingSettings(camera)
            {
                criteria = SortingCriteria.CommonOpaque
            };
            var drawingSettings = new DrawingSettings(ShaderTagId.none, sortingSettings)
            {
                perObjectData         = PerObjectData.MotionVectors,
                enableDynamicBatching = renderingData.supportsDynamicBatching,
                enableInstancing      = true,
            };

            for (int i = 0; i < s_ShaderTags.Length; ++i)
            {
                drawingSettings.SetShaderPassName(i, new ShaderTagId(s_ShaderTags[i]));
            }

            // Material that will be used if shader tags cannot be found
            drawingSettings.fallbackMaterial = m_ObjectMaterial;

            return(drawingSettings);
        }
Пример #30
0
        void DrawVisibleGeometry()
        {
            var sortingSettings = new SortingSettings(Params.camera)
            {
                criteria = SortingCriteria.CommonOpaque
            };
            var drawingSettings = new DrawingSettings(unlitShaderTagId, sortingSettings)
            {
                enableDynamicBatching = Params.useDynamicBatching,
                enableInstancing      = Params.useGPUInstancing
            };

            //增加shader标签
            drawingSettings.SetShaderPassName(1, litShaderTagId);
            var filterSettings = new FilteringSettings(RenderQueueRange.opaque);

            GlobalUniqueParamsForRP.context.DrawRenderers(cullingResults, ref drawingSettings, ref filterSettings);
            //绘制天空盒,由Camera的ClearFlag决定是否渲染天空盒,在不透明队列后面渲染,避免天空盒overdraw
            GlobalUniqueParamsForRP.context.DrawSkybox(Params.camera);
            sortingSettings.criteria        = SortingCriteria.CommonTransparent;
            drawingSettings.sortingSettings = sortingSettings;
            filterSettings.renderQueueRange = RenderQueueRange.transparent;
            GlobalUniqueParamsForRP.context.DrawRenderers(cullingResults, ref drawingSettings, ref filterSettings);
        }