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114 lines
4.9 KiB
C#
114 lines
4.9 KiB
C#
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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public class DepthNormalsFeature : ScriptableRendererFeature
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{
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class DepthNormalsPass : ScriptableRenderPass
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{
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int kDepthBufferBits = 32;
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private RenderTargetHandle depthAttachmentHandle { get; set; }
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internal RenderTextureDescriptor descriptor { get; private set; }
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private Material depthNormalsMaterial = null;
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private FilteringSettings m_FilteringSettings;
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string m_ProfilerTag = "DepthNormals Prepass";
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ShaderTagId m_ShaderTagId = new ShaderTagId("DepthOnly");
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public DepthNormalsPass(RenderQueueRange renderQueueRange, LayerMask layerMask, Material material)
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{
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m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
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depthNormalsMaterial = material;
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}
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public void Setup(RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle)
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{
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this.depthAttachmentHandle = depthAttachmentHandle;
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baseDescriptor.colorFormat = RenderTextureFormat.ARGB32;
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baseDescriptor.depthBufferBits = kDepthBufferBits;
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descriptor = baseDescriptor;
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}
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// This method is called before executing the render pass.
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// It can be used to configure render targets and their clear state. Also to create temporary render target textures.
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// When empty this render pass will render to the active camera render target.
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// You should never call CommandBuffer.SetRenderTarget. Instead call <c>ConfigureTarget</c> and <c>ConfigureClear</c>.
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// The render pipeline will ensure target setup and clearing happens in an performance manner.
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
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{
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cmd.GetTemporaryRT(depthAttachmentHandle.id, descriptor, FilterMode.Point);
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ConfigureTarget(depthAttachmentHandle.Identifier());
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ConfigureClear(ClearFlag.All, Color.black);
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}
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// Here you can implement the rendering logic.
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// Use <c>ScriptableRenderContext</c> to issue drawing commands or execute command buffers
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// https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html
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// You don't have to call ScriptableRenderContext.submit, the render pipeline will call it at specific points in the pipeline.
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
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using (new ProfilingSample(cmd, m_ProfilerTag))
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{
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags;
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var drawSettings = CreateDrawingSettings(m_ShaderTagId, ref renderingData, sortFlags);
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drawSettings.perObjectData = PerObjectData.None;
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ref CameraData cameraData = ref renderingData.cameraData;
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Camera camera = cameraData.camera;
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if (cameraData.isStereoEnabled)
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context.StartMultiEye(camera);
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drawSettings.overrideMaterial = depthNormalsMaterial;
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context.DrawRenderers(renderingData.cullResults, ref drawSettings,
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ref m_FilteringSettings);
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cmd.SetGlobalTexture("_CameraDepthNormalsTexture", depthAttachmentHandle.id);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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/// Cleanup any allocated resources that were created during the execution of this render pass.
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public override void FrameCleanup(CommandBuffer cmd)
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{
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if (depthAttachmentHandle != RenderTargetHandle.CameraTarget)
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{
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cmd.ReleaseTemporaryRT(depthAttachmentHandle.id);
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depthAttachmentHandle = RenderTargetHandle.CameraTarget;
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}
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}
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}
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DepthNormalsPass depthNormalsPass;
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RenderTargetHandle depthNormalsTexture;
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Material depthNormalsMaterial;
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public override void Create()
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{
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depthNormalsMaterial = CoreUtils.CreateEngineMaterial("Hidden/Internal-DepthNormalsTexture");
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depthNormalsPass = new DepthNormalsPass(RenderQueueRange.opaque, -1, depthNormalsMaterial);
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depthNormalsPass.renderPassEvent = RenderPassEvent.AfterRenderingPrePasses;
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depthNormalsTexture.Init("_CameraDepthNormalsTexture");
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}
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// Here you can inject one or multiple render passes in the renderer.
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// This method is called when setting up the renderer once per-camera.
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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depthNormalsPass.Setup(renderingData.cameraData.cameraTargetDescriptor, depthNormalsTexture);
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renderer.EnqueuePass(depthNormalsPass);
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}
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}
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