Пример #1
0
        private void OnGUI_DrawRTs(JCDSRenderTexture rt, ref Rect rect, bool isNewColumn)
        {
            int numRTs = rt.numRTs;

            for (int i = 0; i < numRTs; ++i)
            {
                GUI.DrawTexture(rect, rt.GetRenderTexture(i), ScaleMode.ScaleToFit, false);
                rect.y += rect.height;
            }
            if (isNewColumn)
            {
                rect.x += rect.width;
                rect.y  = 0;
            }
        }
Пример #2
0
        private void OnPostRender()
        {
            doubleFaceDepthRT.SetActiveRenderTexture(0);
            JCDSRenderTexture.ClearActiveRenderTexture(true, true, Color.black, 1.0f);
            JCDSRenderTexture.SetMultipleRenderTargets(doubleFaceDepthCam, doubleFaceDepthRT, doubleFaceDepthRT, 0);
            doubleFaceDepthCam.RenderWithShader(frontFaceDepthShader, null);
            JCDSRenderTexture.ClearActiveRenderTexture(true, false, Color.black, 1.0f);
            doubleFaceDepthCam.RenderWithShader(backFaceDepthShader, null);

            resultRT.SetActiveRenderTexture(0);
            JCDSRenderTexture.ClearActiveRenderTexture(true, true, Color.black, 0.0f);

            compositeResultBufferMtrl.SetTexture(shaderPropId_diffuseBuffer, mrtGBuffer.GetRenderTexture(0));
            compositeResultBufferMtrl.SetTexture(shaderPropId_normalBuffer, mrtGBuffer.GetRenderTexture(1));
            compositeResultBufferMtrl.SetTexture(shaderPropId_positionBuffer, mrtGBuffer.GetRenderTexture(2));
            compositeResultBufferMtrl.SetTexture(shaderPropId_resultBuffer, resultRT.GetRenderTexture(0));
            compositeResultBufferMtrl.SetTexture(shaderPropId_ssrBuffer, ssrRT.GetRenderTexture(0));

            int numDirLights = dirLights == null ? 0 : dirLights.Length;

            for (int i = 0; i < numDirLights; ++i)
            {
                Light light = dirLights[i];
                if (light != null && light.enabled && light.gameObject.activeSelf)
                {
                    Vector3 dir = -light.transform.forward;
                    compositeResultBufferMtrl.SetVector(shaderPropId_dirLightDir, new Vector4(dir.x, dir.y, dir.z, light.intensity));
                    compositeResultBufferMtrl.SetColor(shaderPropId_dirLightColor, light.color);
                    DrawScreenQuad(compositeResultBufferMtrl, 0, false, false);
                }
            }

            int numPointLights = pointLights == null ? 0 : pointLights.Length;

            for (int i = 0; i < numPointLights; ++i)
            {
                Light light = pointLights[i];
                if (light != null && light.enabled && light.gameObject.activeSelf)
                {
                    compositeResultBufferMtrl.SetVector(shaderPropId_pointLightPos, light.transform.position);
                    compositeResultBufferMtrl.SetColor(shaderPropId_pointLightColor, light.color);
                    compositeResultBufferMtrl.SetVector(shaderPropId_pointLightRange, new Vector4(1.0f / light.range, light.intensity, 0, 0));
                    compositeResultBufferMtrl.SetPass(2);
                    Graphics.DrawMeshNow(pointLightMesh, Matrix4x4.TRS(light.transform.position, Quaternion.identity, Vector3.one * light.range * 2));
                }
            }

            ssrMtrl.SetTexture(shaderPropId_diffuseBuffer, mrtGBuffer.GetRenderTexture(0));
            ssrMtrl.SetTexture(shaderPropId_normalBuffer, mrtGBuffer.GetRenderTexture(1));
            ssrMtrl.SetTexture(shaderPropId_positionBuffer, mrtGBuffer.GetRenderTexture(2));
            ssrMtrl.SetTexture(shaderPropId_resultBuffer, resultRT.GetRenderTexture(0));
            ssrMtrl.SetTexture(shaderPropId_doubleFaceDepthBuffer, doubleFaceDepthRT.GetRenderTexture(0));
            ssrMtrl.SetMatrix(shaderPropId_ssrVMatrix, cam.worldToCameraMatrix);
            ssrMtrl.SetMatrix(shaderPropId_ssrPMatrix, cam.projectionMatrix);
            ssrMtrl.SetVector(shaderPropId_screenPixelSize, new Vector2(Screen.width, Screen.height));
            ssrRT.SetActiveRenderTexture(0);
            JCDSRenderTexture.ClearActiveRenderTexture(true, true, Color.black, 1.0f);
            DrawScreenQuad(ssrMtrl, 0, false, false);

            JCDSRenderTexture.ResetActiveRenderTexture();
            DrawScreenQuad(compositeResultBufferMtrl, 3, true, true);

            JCDSRenderTexture.RestoreCurrentActiveBuffers(cam);
        }