private RenderTexture RenderPreview(Noesis.View view, int width, int height) { try { if (CanRender() && view != null && view.Content != null) { NoesisRenderer.SetRenderSettings(); view.SetSize(width, height); view.Update(0.0f); FlushMetalEncoder(_commands); NoesisRenderer.RenderOffscreen(view, _commands); RenderTexture rt = RenderTexture.GetTemporary(width, height, 24, RenderTextureFormat.Default, RenderTextureReadWrite.Default, 8); _commands.SetRenderTarget(rt); _commands.ClearRenderTarget(true, true, UnityEngine.Color.clear, 0.0f); NoesisRenderer.RenderOnscreen(view, false, _commands); Graphics.ExecuteCommandBuffer(_commands); _commands.Clear(); GL.InvalidateState(); RenderTexture.ReleaseTemporary(rt); return(rt); } } catch (System.Exception e) { UnityEngine.Debug.LogException(e); } return(null); }
static public int SetRenderTarget(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 2) { UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l); UnityEngine.Rendering.RenderTargetIdentifier a1; checkValueType(l, 2, out a1); self.SetRenderTarget(a1); pushValue(l, true); return(1); } else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier[]), typeof(UnityEngine.Rendering.RenderTargetIdentifier))) { UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l); UnityEngine.Rendering.RenderTargetIdentifier[] a1; checkType(l, 2, out a1); UnityEngine.Rendering.RenderTargetIdentifier a2; checkValueType(l, 3, out a2); self.SetRenderTarget(a1, a2); pushValue(l, true); return(1); } else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(UnityEngine.Rendering.RenderTargetIdentifier))) { UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l); UnityEngine.Rendering.RenderTargetIdentifier a1; checkValueType(l, 2, out a1); UnityEngine.Rendering.RenderTargetIdentifier a2; checkValueType(l, 3, out a2); self.SetRenderTarget(a1, a2); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
// Use this for initialization void Start() { rt = new RenderTexture(Screen.width, Screen.height, 0, RenderTextureFormat.ARGBFloat); Camera.main.targetTexture = rt; //Camera.main.hdr = true; mpb = new MaterialPropertyBlock(); mpb.SetTexture("_MainTex", testImg); //quadMeshMtl.SetTexture("_MainTex",testImg); GenerateQuadMesh(); UnityEngine.Rendering.CommandBuffer cbuffer; cbuffer = new UnityEngine.Rendering.CommandBuffer(); cbuffer.SetRenderTarget(rt); cbuffer.DrawMesh(quadMesh, Matrix4x4.identity, quadMeshMtl, 0, -1, mpb); Graphics.ExecuteCommandBuffer(cbuffer); //Graphics.DrawMesh(quadMesh,Matrix4x4.identity,quadMeshMtl,LayerMask.NameToLayer("Default"),Camera.main,0,mpb,false,false); }
void RenderRearParaboloid(Material _mat, Mesh _mesh) { Matrix4x4 view = Matrix4x4.Inverse(Matrix4x4.TRS( Vector3.zero, Quaternion.LookRotation(Vector3.back, Vector3.up), new Vector3(1, 1, -1) )); RenderTexture rt = new RenderTexture(mTexSize, mTexSize, 16); UnityEngine.Rendering.CommandBuffer cmd = new UnityEngine.Rendering.CommandBuffer(); cmd.name = "RenderFrontParaboloid"; cmd.SetViewProjectionMatrices(view, Matrix4x4.identity); cmd.SetRenderTarget(rt); cmd.ClearRenderTarget(true, true, Color.clear); cmd.DrawMesh(_mesh, Matrix4x4.identity, _mat); Graphics.ExecuteCommandBuffer(cmd); Texture2D tex = RenderTexture2Texture2D(rt); SaveTexture <Texture2D>(tex, GetPath("Rear")); }
void UpdateCommandBuffer() { var cam = GetComponent<Camera>(); RenderSettings.fogColor = m_fog_color; if (m_quad == null) { m_quad = RaymarcherUtils.GenerateQuad(); } bool reflesh_command_buffer = false; Vector2 reso = new Vector2(cam.pixelWidth, cam.pixelHeight); if(m_resolution_prev!=reso) { m_resolution_prev = reso; reflesh_command_buffer = true; } if (m_enable_adaptive_prev != m_enable_adaptive) { m_enable_adaptive_prev = m_enable_adaptive; reflesh_command_buffer = true; } if (m_dbg_show_steps_prev != m_dbg_show_steps) { m_dbg_show_steps_prev = m_dbg_show_steps; reflesh_command_buffer = true; } if (reflesh_command_buffer) { reflesh_command_buffer = false; ClearCommandBuffer(); } if (m_cb_raymarch==null) { if (m_enable_adaptive) { RenderTargetIdentifier[] rt; m_cb_prepass = new CommandBuffer(); m_cb_prepass.name = "Raymarcher Adaptive PrePass"; int odepth = Shader.PropertyToID("ODepth"); int odepth_prev = Shader.PropertyToID("ODepthPrev"); int ovelocity = Shader.PropertyToID("OVelocity"); int qdepth = Shader.PropertyToID("QDepth"); int qdepth_prev = Shader.PropertyToID("QDepthPrev"); int hdepth = Shader.PropertyToID("HDepth"); int hdepth_prev = Shader.PropertyToID("HDepthPrev"); int adepth = Shader.PropertyToID("ADepth"); int adepth_prev = Shader.PropertyToID("ADepthPrev"); m_cb_prepass.GetTemporaryRT(odepth, cam.pixelWidth / 8, cam.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RFloat); m_cb_prepass.GetTemporaryRT(odepth_prev,cam.pixelWidth / 8, cam.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RFloat); m_cb_prepass.GetTemporaryRT(ovelocity, cam.pixelWidth / 8, cam.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RHalf); m_cb_prepass.GetTemporaryRT(qdepth, cam.pixelWidth / 4, cam.pixelHeight / 4, 0, FilterMode.Point, RenderTextureFormat.RFloat); m_cb_prepass.GetTemporaryRT(qdepth_prev,cam.pixelWidth / 4, cam.pixelHeight / 4, 0, FilterMode.Point, RenderTextureFormat.RFloat); m_cb_prepass.GetTemporaryRT(hdepth, cam.pixelWidth / 2, cam.pixelHeight / 2, 0, FilterMode.Point, RenderTextureFormat.RFloat); m_cb_prepass.GetTemporaryRT(hdepth_prev,cam.pixelWidth / 2, cam.pixelHeight / 2, 0, FilterMode.Point, RenderTextureFormat.RFloat); m_cb_prepass.GetTemporaryRT(adepth, cam.pixelWidth / 1, cam.pixelHeight / 1, 0, FilterMode.Point, RenderTextureFormat.RFloat); m_cb_prepass.GetTemporaryRT(adepth_prev,cam.pixelWidth / 1, cam.pixelHeight / 1, 0, FilterMode.Point, RenderTextureFormat.RFloat); rt = new RenderTargetIdentifier[2] { odepth, ovelocity }; m_cb_prepass.SetGlobalTexture("g_depth_prev", odepth_prev); m_cb_prepass.SetRenderTarget(rt, odepth); m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_internal_material, 0, 1); m_cb_prepass.Blit(odepth, odepth_prev); m_cb_prepass.SetGlobalTexture("g_velocity", ovelocity); m_cb_prepass.SetRenderTarget(qdepth); m_cb_prepass.SetGlobalTexture("g_depth", odepth); m_cb_prepass.SetGlobalTexture("g_depth_prev", qdepth_prev); m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_internal_material, 0, 2); m_cb_prepass.Blit(qdepth, qdepth_prev); m_cb_prepass.SetRenderTarget(hdepth); m_cb_prepass.SetGlobalTexture("g_depth", qdepth); m_cb_prepass.SetGlobalTexture("g_depth_prev", hdepth_prev); m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_internal_material, 0, 3); m_cb_prepass.Blit(hdepth, hdepth_prev); m_cb_prepass.SetRenderTarget(adepth); m_cb_prepass.SetGlobalTexture("g_depth", hdepth); m_cb_prepass.SetGlobalTexture("g_depth_prev", adepth_prev); m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_internal_material, 0, 4); m_cb_prepass.Blit(adepth, adepth_prev); m_cb_prepass.SetGlobalTexture("g_depth", adepth); cam.AddCommandBuffer(CameraEvent.BeforeGBuffer, m_cb_prepass); } m_cb_raymarch = new CommandBuffer(); m_cb_raymarch.name = "Raymarcher"; m_cb_raymarch.DrawMesh(m_quad, Matrix4x4.identity, m_internal_material, 0, 0); cam.AddCommandBuffer(CameraEvent.BeforeGBuffer, m_cb_raymarch); } }
void OnPreRender() { m_material.SetInt("g_frame", Time.frameCount); m_material.SetInt("g_hdr", m_camera.hdr ? 1 : 0); m_material.SetInt("g_scene", m_scene); m_material.SetInt("g_enable_adaptive", m_enable_adaptive ? 1 : 0); m_material.SetInt("g_enable_temporal", m_enable_temporal ? 1 : 0); m_material.SetInt("g_enable_glowline", m_enable_glowline ? 1 : 0); RenderSettings.fogColor = m_fog_color; if (m_quad == null) { m_quad = RaymarcherUtils.GenerateQuad(); } if (m_detailed_quad == null) { m_detailed_quad = RaymarcherUtils.GenerateDetailedQuad(); } bool need_to_reflesh_command_buffer = false; Vector2 reso = new Vector2(m_camera.pixelWidth, m_camera.pixelHeight); if(m_resolution_prev!=reso) { m_resolution_prev = reso; need_to_reflesh_command_buffer = true; } if (m_enable_adaptive_prev != m_enable_adaptive) { m_enable_adaptive_prev = m_enable_adaptive; need_to_reflesh_command_buffer = true; } if (m_dbg_show_steps_prev != m_dbg_show_steps) { m_dbg_show_steps_prev = m_dbg_show_steps; need_to_reflesh_command_buffer = true; } if (need_to_reflesh_command_buffer) { need_to_reflesh_command_buffer = false; ClearCommandBuffer(); } if (m_cb_raymarch==null) { if (m_enable_adaptive) { RenderTargetIdentifier[] rt; m_cb_prepass = new CommandBuffer(); m_cb_prepass.name = "Raymarcher Adaptive PrePass"; int odepth = Shader.PropertyToID("ODepth"); int odepth_prev = Shader.PropertyToID("ODepthPrev"); int ovelocity = Shader.PropertyToID("OVelocity"); int qdepth = Shader.PropertyToID("QDepth"); int qdepth_prev = Shader.PropertyToID("QDepthPrev"); int hdepth = Shader.PropertyToID("HDepth"); int hdepth_prev = Shader.PropertyToID("HDepthPrev"); int adepth = Shader.PropertyToID("ADepth"); int adepth_prev = Shader.PropertyToID("ADepthPrev"); m_cb_prepass.GetTemporaryRT(odepth, m_camera.pixelWidth / 8, m_camera.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RFloat); m_cb_prepass.GetTemporaryRT(odepth_prev,m_camera.pixelWidth / 8, m_camera.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RFloat); m_cb_prepass.GetTemporaryRT(ovelocity, m_camera.pixelWidth / 8, m_camera.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RHalf); m_cb_prepass.GetTemporaryRT(qdepth, m_camera.pixelWidth / 4, m_camera.pixelHeight / 4, 0, FilterMode.Point, RenderTextureFormat.RFloat); m_cb_prepass.GetTemporaryRT(qdepth_prev,m_camera.pixelWidth / 4, m_camera.pixelHeight / 4, 0, FilterMode.Point, RenderTextureFormat.RFloat); m_cb_prepass.GetTemporaryRT(hdepth, m_camera.pixelWidth / 2, m_camera.pixelHeight / 2, 0, FilterMode.Point, RenderTextureFormat.RFloat); m_cb_prepass.GetTemporaryRT(hdepth_prev,m_camera.pixelWidth / 2, m_camera.pixelHeight / 2, 0, FilterMode.Point, RenderTextureFormat.RFloat); m_cb_prepass.GetTemporaryRT(adepth, m_camera.pixelWidth / 1, m_camera.pixelHeight / 1, 0, FilterMode.Point, RenderTextureFormat.RFloat); m_cb_prepass.GetTemporaryRT(adepth_prev,m_camera.pixelWidth / 1, m_camera.pixelHeight / 1, 0, FilterMode.Point, RenderTextureFormat.RFloat); rt = new RenderTargetIdentifier[2] { odepth, ovelocity }; m_cb_prepass.SetGlobalTexture("g_depth_prev", odepth_prev); m_cb_prepass.SetRenderTarget(rt, odepth); m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 1); m_cb_prepass.Blit(odepth, odepth_prev); m_cb_prepass.SetGlobalTexture("g_velocity", ovelocity); m_cb_prepass.SetRenderTarget(qdepth); m_cb_prepass.SetGlobalTexture("g_depth", odepth); m_cb_prepass.SetGlobalTexture("g_depth_prev", qdepth_prev); m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 2); m_cb_prepass.Blit(qdepth, qdepth_prev); m_cb_prepass.SetRenderTarget(hdepth); m_cb_prepass.SetGlobalTexture("g_depth", qdepth); m_cb_prepass.SetGlobalTexture("g_depth_prev", hdepth_prev); m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 3); m_cb_prepass.Blit(hdepth, hdepth_prev); m_cb_prepass.SetRenderTarget(adepth); m_cb_prepass.SetGlobalTexture("g_depth", hdepth); m_cb_prepass.SetGlobalTexture("g_depth_prev", adepth_prev); m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 4); m_cb_prepass.Blit(adepth, adepth_prev); m_cb_prepass.SetGlobalTexture("g_depth", adepth); m_camera.AddCommandBuffer(CameraEvent.BeforeGBuffer, m_cb_prepass); } m_cb_raymarch = new CommandBuffer(); m_cb_raymarch.name = "Raymarcher"; m_cb_raymarch.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 0); m_camera.AddCommandBuffer(CameraEvent.BeforeGBuffer, m_cb_raymarch); } }
void OnEnable() { OnDisable(); var camera = GetComponent<Camera>(); commandBuffer = new CommandBuffer(); commandBuffer.name = "SkyMesh"; commandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget); var matrix = Matrix4x4.TRS(m_position, Quaternion.Euler(m_rotation), m_scale); commandBuffer.DrawMesh(m_mesh, matrix, m_material); camera.AddCommandBuffer(m_cameraEvent, commandBuffer); lastCameraEvent = m_cameraEvent; }
static public int SetRenderTarget(IntPtr l) { try { int argc = LuaDLL.lua_gettop(l); if (argc == 2) { UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l); UnityEngine.Rendering.RenderTargetIdentifier a1; checkValueType(l, 2, out a1); self.SetRenderTarget(a1); pushValue(l, true); return(1); } else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(UnityEngine.Rendering.RenderTargetIdentifier))) { UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l); UnityEngine.Rendering.RenderTargetIdentifier a1; checkValueType(l, 2, out a1); UnityEngine.Rendering.RenderTargetIdentifier a2; checkValueType(l, 3, out a2); self.SetRenderTarget(a1, a2); pushValue(l, true); return(1); } else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier[]), typeof(UnityEngine.Rendering.RenderTargetIdentifier))) { UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l); UnityEngine.Rendering.RenderTargetIdentifier[] a1; checkArray(l, 2, out a1); UnityEngine.Rendering.RenderTargetIdentifier a2; checkValueType(l, 3, out a2); self.SetRenderTarget(a1, a2); pushValue(l, true); return(1); } else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(int))) { UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l); UnityEngine.Rendering.RenderTargetIdentifier a1; checkValueType(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); self.SetRenderTarget(a1, a2); pushValue(l, true); return(1); } else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(int))) { UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l); UnityEngine.Rendering.RenderTargetIdentifier a1; checkValueType(l, 2, out a1); UnityEngine.Rendering.RenderTargetIdentifier a2; checkValueType(l, 3, out a2); System.Int32 a3; checkType(l, 4, out a3); self.SetRenderTarget(a1, a2, a3); pushValue(l, true); return(1); } else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(int), typeof(UnityEngine.CubemapFace))) { UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l); UnityEngine.Rendering.RenderTargetIdentifier a1; checkValueType(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); UnityEngine.CubemapFace a3; checkEnum(l, 4, out a3); self.SetRenderTarget(a1, a2, a3); pushValue(l, true); return(1); } else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(int), typeof(UnityEngine.CubemapFace), typeof(int))) { UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l); UnityEngine.Rendering.RenderTargetIdentifier a1; checkValueType(l, 2, out a1); System.Int32 a2; checkType(l, 3, out a2); UnityEngine.CubemapFace a3; checkEnum(l, 4, out a3); System.Int32 a4; checkType(l, 5, out a4); self.SetRenderTarget(a1, a2, a3, a4); pushValue(l, true); return(1); } else if (matchType(l, argc, 2, typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(UnityEngine.Rendering.RenderTargetIdentifier), typeof(int), typeof(UnityEngine.CubemapFace))) { UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l); UnityEngine.Rendering.RenderTargetIdentifier a1; checkValueType(l, 2, out a1); UnityEngine.Rendering.RenderTargetIdentifier a2; checkValueType(l, 3, out a2); System.Int32 a3; checkType(l, 4, out a3); UnityEngine.CubemapFace a4; checkEnum(l, 5, out a4); self.SetRenderTarget(a1, a2, a3, a4); pushValue(l, true); return(1); } else if (argc == 6) { UnityEngine.Rendering.CommandBuffer self = (UnityEngine.Rendering.CommandBuffer)checkSelf(l); UnityEngine.Rendering.RenderTargetIdentifier a1; checkValueType(l, 2, out a1); UnityEngine.Rendering.RenderTargetIdentifier a2; checkValueType(l, 3, out a2); System.Int32 a3; checkType(l, 4, out a3); UnityEngine.CubemapFace a4; checkEnum(l, 5, out a4); System.Int32 a5; checkType(l, 6, out a5); self.SetRenderTarget(a1, a2, a3, a4, a5); pushValue(l, true); return(1); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function to call"); return(2); } catch (Exception e) { return(error(l, e)); } }
void InitializeContext() { m_num_video_frames = 0; // initialize scratch buffer UpdateScratchBuffer(); // initialize context and stream { fcAPI.fcGifConfig conf; conf.width = m_scratch_buffer.width; conf.height = m_scratch_buffer.height; conf.num_colors = Mathf.Clamp(m_numColors, 1, 256); conf.max_active_tasks = 0; m_ctx = fcAPI.fcGifCreateContext(ref conf); } // initialize command buffer { int tid = Shader.PropertyToID("_TmpFrameBuffer"); m_cb = new CommandBuffer(); m_cb.name = "GifRecorder: copy frame buffer"; m_cb.GetTemporaryRT(tid, -1, -1, 0, FilterMode.Bilinear); m_cb.Blit(BuiltinRenderTextureType.CurrentActive, tid); m_cb.SetRenderTarget(m_scratch_buffer); m_cb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 0); m_cb.ReleaseTemporaryRT(tid); } }
void InitializeContext() { m_num_video_frames = 0; // initialize scratch buffer UpdateScratchBuffer(); // initialize context and stream { m_mp4conf = fcAPI.fcMP4Config.default_value; m_mp4conf.video = m_captureVideo; m_mp4conf.audio = m_captureAudio; m_mp4conf.video_width = m_scratch_buffer.width; m_mp4conf.video_height = m_scratch_buffer.height; m_mp4conf.video_max_framerate = 60; m_mp4conf.video_bitrate = m_videoBitrate; m_mp4conf.audio_bitrate = m_audioBitrate; m_mp4conf.audio_sampling_rate = AudioSettings.outputSampleRate; m_mp4conf.audio_num_channels = fcAPI.fcGetNumAudioChannels(); m_ctx = fcAPI.fcMP4CreateContext(ref m_mp4conf); m_output_file = DateTime.Now.ToString("yyyyMMdd_HHmmss") + ".mp4"; m_ostream = fcAPI.fcCreateFileStream(GetOutputPath()); fcAPI.fcMP4AddOutputStream(m_ctx, m_ostream); } // initialize command buffer { int tid = Shader.PropertyToID("_TmpFrameBuffer"); m_cb = new CommandBuffer(); m_cb.name = "MP4Recorder: copy frame buffer"; m_cb.GetTemporaryRT(tid, -1, -1, 0, FilterMode.Bilinear); m_cb.Blit(BuiltinRenderTextureType.CurrentActive, tid); m_cb.SetRenderTarget(m_scratch_buffer); m_cb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 0); m_cb.ReleaseTemporaryRT(tid); } }
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier colorBuffer, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = 0) { cmd.SetRenderTarget(colorBuffer, depthBuffer, miplevel, cubemapFace, depthSlice); ClearRenderTarget(cmd, clearFlag, clearColor); }
void InitializeContext() { m_num_video_frames = 0; // initialize scratch buffer UpdateScratchBuffer(); // initialize context and stream { fcAPI.fcGifConfig conf; conf.width = m_scratch_buffer.width; conf.height = m_scratch_buffer.height; conf.num_colors = Mathf.Clamp(m_numColors, 1, 256); conf.max_active_tasks = 0; m_ctx = fcAPI.fcGifCreateContext(ref conf); } // initialize command buffer { m_cb = new CommandBuffer(); m_cb.name = "GifOffscreenRecorder: copy frame buffer"; m_cb.SetRenderTarget(m_scratch_buffer); m_cb.SetGlobalTexture("_TmpRenderTarget", m_target); m_cb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 3); } }
// Render Target Management. public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier buffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = -1) { depthSlice = FixupDepthSlice(depthSlice, cubemapFace); cmd.SetRenderTarget(buffer, miplevel, cubemapFace, depthSlice); ClearRenderTarget(cmd, clearFlag, clearColor); }
/// <summary> /// Renders the selfshadow map for this light and the specified renderer. /// </summary> public void RenderSelfShadows(TressFXOITRenderer renderer) { if (this.shadowMappingCamera == null) { Debug.LogError("Shadow mapping camera is null but shadow map rendering was requested!"); return; } // Prepare material Material mat = depthPassMaterial; renderer.SetShaderParams(mat); // Create command buffer for self shadows CommandBuffer selfShadowCommandBuffer = new CommandBuffer(); selfShadowCommandBuffer.name = "TressFX SelfShadows"; selfShadowCommandBuffer.SetRenderTarget(new RenderTargetIdentifier(this.selfShadowMap)); if (this.selfShadowMode == SelfShadowMode.Lines) selfShadowCommandBuffer.DrawProcedural(Matrix4x4.identity, depthPassMaterial, 0, MeshTopology.Lines, renderer.g_LineIndicesBuffer.count); else if (this.selfShadowMode == SelfShadowMode.Triangles) selfShadowCommandBuffer.DrawProcedural(Matrix4x4.identity, depthPassMaterial, 1, MeshTopology.Lines, renderer.master.hairData.m_TriangleIndices.Length); // Prepare cam & render var shadowDistance = QualitySettings.shadowDistance; QualitySettings.shadowDistance = 0f; this.shadowMappingCamera.AddCommandBuffer(CameraEvent.AfterEverything, selfShadowCommandBuffer); this.shadowMappingCamera.targetTexture = this.selfShadowMap; this.shadowMappingCamera.cullingMask = 0; // Render shadows this.shadowMappingCamera.Render(); this.shadowMappingCamera.RemoveAllCommandBuffers(); QualitySettings.shadowDistance = shadowDistance; }
void OnEnable() { m_outputDir.CreateDirectory(); m_quad = FrameCapturerUtils.CreateFullscreenQuad(); m_mat_copy = new Material(m_shCopy); var cam = GetComponent<Camera>(); if (cam.targetTexture != null) { m_mat_copy.EnableKeyword("OFFSCREEN"); } #if UNITY_EDITOR if (m_captureGBuffer && !FrameCapturerUtils.IsRenderingPathDeferred(cam)) { Debug.LogWarning("PngRecorder: Rendering Path must be deferred to use Capture GBuffer mode."); m_captureGBuffer = false; } #endif // UNITY_EDITOR // initialize png context fcAPI.fcPngConfig conf = fcAPI.fcPngConfig.default_value; m_ctx = fcAPI.fcPngCreateContext(ref conf); // initialize render targets { m_frame_buffer = new RenderTexture(cam.pixelWidth, cam.pixelHeight, 0, RenderTextureFormat.ARGBHalf); m_frame_buffer.wrapMode = TextureWrapMode.Repeat; m_frame_buffer.Create(); var formats = new RenderTextureFormat[7] { RenderTextureFormat.ARGBHalf, // albedo (RGB) RenderTextureFormat.RHalf, // occlusion (R) RenderTextureFormat.ARGBHalf, // specular (RGB) RenderTextureFormat.RHalf, // smoothness (R) RenderTextureFormat.ARGBHalf, // normal (RGB) RenderTextureFormat.ARGBHalf, // emission (RGB) RenderTextureFormat.RHalf, // depth (R) }; m_gbuffer = new RenderTexture[7]; for (int i = 0; i < m_gbuffer.Length; ++i) { // last one is depth (1 channel) m_gbuffer[i] = new RenderTexture(cam.pixelWidth, cam.pixelHeight, 0, formats[i]); m_gbuffer[i].filterMode = FilterMode.Point; m_gbuffer[i].Create(); } } // initialize command buffers { int tid = Shader.PropertyToID("_TmpFrameBuffer"); m_cb_copy_fb = new CommandBuffer(); m_cb_copy_fb.name = "PngRecorder: Copy FrameBuffer"; m_cb_copy_fb.GetTemporaryRT(tid, -1, -1, 0, FilterMode.Point); m_cb_copy_fb.Blit(BuiltinRenderTextureType.CurrentActive, tid); m_cb_copy_fb.SetRenderTarget(m_frame_buffer); m_cb_copy_fb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 0); m_cb_copy_fb.ReleaseTemporaryRT(tid); m_cb_copy_gb = new CommandBuffer(); m_cb_copy_gb.name = "PngRecorder: Copy G-Buffer"; m_cb_copy_gb.SetRenderTarget( new RenderTargetIdentifier[] { m_gbuffer[0], m_gbuffer[1], m_gbuffer[2], m_gbuffer[3] }, m_gbuffer[0]); m_cb_copy_gb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 4); m_cb_copy_gb.SetRenderTarget( new RenderTargetIdentifier[] { m_gbuffer[4], m_gbuffer[5], m_gbuffer[6], m_gbuffer[3] }, m_gbuffer[0]); m_cb_copy_gb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 5); } }
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier[] colorBuffers, RTHandle depthBuffer, ClearFlag clearFlag, Color clearColor) { cmd.SetRenderTarget(colorBuffers, depthBuffer); SetViewportAndClear(cmd, depthBuffer, clearFlag, clearColor); }
// Explicit load and store actions public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier buffer, RenderBufferLoadAction loadAction, RenderBufferStoreAction storeAction, ClearFlag clearFlag, Color clearColor) { cmd.SetRenderTarget(buffer, loadAction, storeAction); ClearRenderTarget(cmd, clearFlag, clearColor); }
public static void SetRenderTarget(CommandBuffer cmd, RenderTargetIdentifier[] colorBuffers, RenderTargetIdentifier depthBuffer, ClearFlag clearFlag, Color clearColor) { cmd.SetRenderTarget(colorBuffers, depthBuffer, 0, CubemapFace.Unknown, -1); ClearRenderTarget(cmd, clearFlag, clearColor); }
// This set of RenderTarget management methods is supposed to be used when rendering into a camera dependent render texture. // This will automatically set the viewport based on the camera size and the RTHandle scaling info. public static void SetRenderTarget(CommandBuffer cmd, RTHandle buffer, ClearFlag clearFlag, Color clearColor, int miplevel = 0, CubemapFace cubemapFace = CubemapFace.Unknown, int depthSlice = -1) { depthSlice = FixupDepthSlice(depthSlice, buffer); cmd.SetRenderTarget(buffer, miplevel, cubemapFace, depthSlice); SetViewportAndClear(cmd, buffer, clearFlag, clearColor); }
public void OnPreRender() { var act = gameObject.activeInHierarchy && enabled; if (!act) { Cleanup(); return; } var cam = Camera.current; if (!cam) return; CommandBuffer buf = null; // Did we already add the command buffer on this camera? Nothing to do then. if (m_Cameras.ContainsKey(cam)) return; if (!DepthMaterial) { DepthMaterial = new Material(DepthShader); DepthMaterial.hideFlags = HideFlags.HideAndDontSave; } buf = new CommandBuffer(); buf.name = "Render Grass Depth Reference"; m_Cameras[cam] = buf; int referenceDepthID = Shader.PropertyToID("_rdepth"); buf.GetTemporaryRT(referenceDepthID, -1, -1, 24, FilterMode.Point, RenderTextureFormat.Depth); buf.SetRenderTarget(new RenderTargetIdentifier(referenceDepthID)); buf.ClearRenderTarget(true, false, Color.white, 1); foreach (MeshRenderer r in GrassMeshes) buf.DrawRenderer(r, DepthMaterial); buf.SetRenderTarget(new RenderTargetIdentifier(BuiltinRenderTextureType.CameraTarget)); buf.SetGlobalTexture("_ReferenceDepth", referenceDepthID); cam.AddCommandBuffer(CameraEvent.BeforeImageEffects, buf); Debug.Log("Add Command Buffer"); }
void OnEnable() { m_outputDir.CreateDirectory(); m_quad = FrameCapturerUtils.CreateFullscreenQuad(); m_mat_copy = new Material(m_shCopy); // initialize exr context fcAPI.fcExrConfig conf = fcAPI.fcExrConfig.default_value; m_ctx = fcAPI.fcExrCreateContext(ref conf); // initialize render targets m_scratch_buffers = new RenderTexture[m_targets.Length]; for (int i = 0; i < m_scratch_buffers.Length; ++i) { var rt = m_targets[i]; m_scratch_buffers[i] = new RenderTexture(rt.width, rt.height, 0, rt.format); m_scratch_buffers[i].Create(); } // initialize command buffers { m_cb_copy = new CommandBuffer(); m_cb_copy.name = "PngOffscreenRecorder: Copy"; for (int i = 0; i < m_targets.Length; ++i) { m_cb_copy.SetRenderTarget(m_scratch_buffers[i]); m_cb_copy.SetGlobalTexture("_TmpRenderTarget", m_targets[i]); m_cb_copy.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 3); } } }
// Whenever any camera will render us, add a command buffer to do the work on it public void OnWillRenderObject() { // REQUIRES THIS OBJ TO HAVE MESHRENDERER COMPONENT!!!! var act = gameObject.activeInHierarchy && enabled; if (!act) { Cleanup(); return; } var cam = Camera.current; if (!cam) return; CommandBuffer buf = null; // clear CommandBuffer... why does this have to be done every frame? // Did we already add the command buffer on this camera? Nothing to do then. if (m_Cameras.ContainsKey(cam)) return; //if (!m_Material) { // m_Material = new Material(m_BlurShader); // m_Material.hideFlags = HideFlags.HideAndDontSave; // not sure what this does -- prevents garbage collection?? //} buf = new CommandBuffer(); buf.name = "TestDrawProcedural"; m_Cameras[cam] = buf; // fill in dictionary entry for this Camera // START!!! // Canvas First: canvasMaterial.SetColor("_Color", Color.gray); // initialize canvas canvasMaterial.SetTexture("_DepthTex", canvasDepthTex); canvasMaterial.SetFloat("_MaxDepth", 1.0f); // Create RenderTargets: int colorReadID = Shader.PropertyToID("_ColorTextureRead"); int colorWriteID = Shader.PropertyToID("_ColorTextureWrite"); int depthReadID = Shader.PropertyToID("_DepthTextureRead"); int depthWriteID = Shader.PropertyToID("_DepthTextureWrite"); buf.GetTemporaryRT(colorReadID, -1, -1, 0, FilterMode.Bilinear); buf.GetTemporaryRT(colorWriteID, -1, -1, 0, FilterMode.Bilinear); buf.GetTemporaryRT(depthReadID, -1, -1, 0, FilterMode.Bilinear); buf.GetTemporaryRT(depthWriteID, -1, -1, 0, FilterMode.Bilinear); RenderTargetIdentifier[] mrt = { colorWriteID, depthWriteID }; // Define multipleRenderTarget so I can render to color AND depth buf.SetRenderTarget(mrt, BuiltinRenderTextureType.CameraTarget); // Set render Targets buf.ClearRenderTarget(true, true, Color.white, 1.0f); // clear -- needed??? buf.DrawMesh(CreateFullscreenQuad(mainCam), Matrix4x4.identity, canvasMaterial); // Write into canvas Color & Depth buffers // Copy results into Read buffers for next pass: buf.Blit(colorWriteID, colorReadID); buf.Blit(depthWriteID, depthReadID); // Gesso/Primer Pass: gessoMaterial.SetPass(0); gessoMaterial.SetColor("_Color", new Color(0.19f, 0.192f, 0.194f, 1.0f)); buf.SetGlobalTexture("_ColorReadTex", colorReadID); buf.SetGlobalTexture("_DepthReadTex", depthReadID); buf.SetRenderTarget(mrt, BuiltinRenderTextureType.CameraTarget); // Set render Targets buf.DrawMesh(CreateFullscreenQuad(mainCam), Matrix4x4.identity, gessoMaterial); // Copy results into Read buffers for next pass: buf.Blit(colorWriteID, colorReadID); buf.Blit(depthWriteID, depthReadID); // MAIN BRUSHSTROKE CONTENTS PASS!!!: strokeMaterial.SetPass(0); strokeMaterial.SetColor("_Color", brushStrokeColor); strokeMaterial.SetVector("_Size", size); strokeMaterial.SetBuffer("strokeDataBuffer", strokeBuffer); strokeMaterial.SetBuffer("quadPointsBuffer", quadPointsBuffer); buf.SetGlobalTexture("_ColorReadTex", colorReadID); buf.SetGlobalTexture("_DepthReadTex", depthReadID); buf.SetRenderTarget(colorWriteID); buf.SetGlobalTexture("_FrameBufferTexture", BuiltinRenderTextureType.CameraTarget); // Copy the Contents of FrameBuffer into brushstroke material so it knows what color it should be buf.DrawProcedural(Matrix4x4.identity, strokeMaterial, 0, MeshTopology.Triangles, 6, strokeBuffer.count); // Apply brushstrokes // DISPLAY TO SCREEN: buf.Blit(colorWriteID, BuiltinRenderTextureType.CameraTarget); // copy canvas target into main displayTarget so it is what the player sees // apply the commandBuffer cam.AddCommandBuffer(CameraEvent.AfterFinalPass, buf); //buf.SetRenderTarget(canvasRT); //buf.ClearRenderTarget(true, true, Color.black, 1.0f); //int canvasID = Shader.PropertyToID("_CanvasTexture"); //int tempID = Shader.PropertyToID("_TempTexture"); //buf.GetTemporaryRT(canvasID, -1, -1, 0, FilterMode.Bilinear); // Create a Temporary RenderTarget for the "canvas" //buf.GetTemporaryRT(tempID, -1, -1, 0, FilterMode.Bilinear); // Create a Temporary RenderTarget for the "canvas" //buf.SetRenderTarget(canvasID); // Set commandBuffer target to this "canvas" so the DrawProcedural will apply to this //buf.ClearRenderTarget(true, true, Color.white, 1.0f); // Clear the target each frame and rebuild //buf.Blit(canvasID, tempID); // copy into temporary buffer //buf.Blit(tempID, canvasID, gessoBlitMaterial); // copy back into renderTarget, apply Gesso Primer //buf.SetGlobalTexture("_FrameBufferTexture", BuiltinRenderTextureType.CameraTarget); // Copy the Contents of FrameBuffer into brushstroke material so it knows what color it should be //buf.DrawProcedural(Matrix4x4.identity, strokeMaterial, 0, MeshTopology.Triangles, 6, strokeBuffer.count); // Apply brushstrokes // MRT example: //RenderTargetIdentifier[] mrt = { BuiltinRenderTextureType.GBuffer0, BuiltinRenderTextureType.GBuffer2 }; //buf.SetRenderTarget(mrt, BuiltinRenderTextureType.CameraTarget); //buf.Blit(canvasID, BuiltinRenderTextureType.CameraTarget); // copy canvas target into main displayTarget so it is what the player sees //Material testMat = new Material(Shader.Find("Unlit/Color")); //testMat.color = Color.yellow; //buf.DrawMesh(CreateFullscreenQuad(mainCam), Matrix4x4.identity, testMat); //buf.ReleaseTemporaryRT(colorReadID); //buf.ReleaseTemporaryRT(colorWriteID); //buf.ReleaseTemporaryRT(depthReadID); //buf.ReleaseTemporaryRT(depthWriteID); }
void InitializeContext() { m_num_video_frames = 0; // initialize scratch buffer UpdateScratchBuffer(); // initialize context and stream { m_mp4conf = fcAPI.fcMP4Config.default_value; m_mp4conf.video = m_captureVideo; m_mp4conf.audio = m_captureAudio; m_mp4conf.video_width = m_scratch_buffer.width; m_mp4conf.video_height = m_scratch_buffer.height; m_mp4conf.video_max_framerate = 60; m_mp4conf.video_bitrate = m_videoBitrate; m_mp4conf.audio_bitrate = m_audioBitrate; m_mp4conf.audio_sampling_rate = AudioSettings.outputSampleRate; m_mp4conf.audio_num_channels = fcAPI.fcGetNumAudioChannels(); m_ctx = fcAPI.fcMP4CreateContext(ref m_mp4conf); m_output_file = DateTime.Now.ToString("yyyyMMdd_HHmmss") + ".mp4"; m_ostream = fcAPI.fcCreateFileStream(GetOutputPath()); fcAPI.fcMP4AddOutputStream(m_ctx, m_ostream); } // initialize command buffer { m_cb = new CommandBuffer(); m_cb.name = "MP4OffscreenRecorder: copy frame buffer"; m_cb.SetRenderTarget(m_scratch_buffer); m_cb.SetGlobalTexture("_TmpRenderTarget", m_target); m_cb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 3); } }
private void CreateCommandBuffers() { m_renderCmdBuffer = new CommandBuffer(); m_renderCmdBuffer.name = "Highlights: Drawing Objects"; // Drawing objects to the buffer m_renderCmdBuffer.SetRenderTarget(m_colorRT, BuiltinRenderTextureType.CameraTarget); m_renderCmdBuffer.ClearRenderTarget(false, true, Color.clear); var pass = m_selectionType == HighlightType.Glow ? HighlightPass.MarkStencilArea : HighlightPass.DrawSolid; foreach(var hObject in m_renderers) { m_renderCmdBuffer.SetGlobalColor("_Color", hObject.Value); m_renderCmdBuffer.SetGlobalFloat("_Cutoff", m_cutoffValue * 0.5f); m_renderCmdBuffer.DrawRenderer(hObject.Key, m_highlightMaterial, 0, (int) pass); } foreach(var hObject in m_renderers) { m_renderCmdBuffer.SetGlobalColor("_Color", hObject.Value); m_renderCmdBuffer.DrawRenderer(hObject.Key, m_highlightMaterial, 0, (int) HighlightPass.ExtrudeOutline); } var drawEvent = GetCameraDrawEvent(); m_camera.AddCommandBuffer(drawEvent, m_renderCmdBuffer); }