From 5b19af7f51ad4504fc426b8387442f6b868b5f61 Mon Sep 17 00:00:00 2001 From: chai Date: Thu, 30 Sep 2021 18:15:25 +0800 Subject: *misc --- .../Scripts/Rendering/CustomRenderingPipeline.cs | 66 +++++++++++++++++++--- 1 file changed, 57 insertions(+), 9 deletions(-) (limited to 'Assets/Scripts/Rendering/CustomRenderingPipeline.cs') diff --git a/Assets/Scripts/Rendering/CustomRenderingPipeline.cs b/Assets/Scripts/Rendering/CustomRenderingPipeline.cs index af70e760..9387cf52 100644 --- a/Assets/Scripts/Rendering/CustomRenderingPipeline.cs +++ b/Assets/Scripts/Rendering/CustomRenderingPipeline.cs @@ -4,43 +4,91 @@ using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; +// 相机的自定义管线 [RequireComponent(typeof(MainCamera))] public class CustomRenderingPipeline : MonoBehaviour { + [Tooltip("开启自定义延迟渲染")] + public bool enableDeferredRender; public delegate void RenderEventHandler(); + // UnitPreprocessing, UnitLensEffect, etc public event RenderEventHandler onPreCull; public event RenderEventHandler onPreRender; public event RenderEventHandler onPostRender; - #region 公共贴图 + Camera m_Camera; - #endregion + // command buffers + CommandBuffer m_CommandBufferAfterDepth; - Camera m_Camera; + RenderTargetIdentifier[] m_GBuffer = new RenderTargetIdentifier[4]; + RenderTargetIdentifier m_DepthBuffer; + RenderTexture m_GBufferTextureDiffuse; + RenderTexture m_GBufferTextureNormal; + RenderTexture m_GBufferTexturePosition; + RenderTexture m_GBufferTextureTexCoord; - private void OnEable() + void OnEnable() { m_Camera = GetComponent(); + + // command buffers + m_CommandBufferAfterDepth = new CommandBuffer(); + m_Camera.AddCommandBuffer(CameraEvent.AfterDepthTexture, m_CommandBufferAfterDepth); + + // render targets + int width = m_Camera.pixelWidth, height = m_Camera.pixelHeight; + m_GBufferTextureDiffuse = RenderTexture.GetTemporary(width, height, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); + m_GBufferTextureNormal = RenderTexture.GetTemporary(width, height, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); + m_GBufferTexturePosition = RenderTexture.GetTemporary(width, height, 24, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear); + m_GBufferTextureTexCoord = RenderTexture.GetTemporary(width, height, 24, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); + m_GBuffer[0] = m_GBufferTextureDiffuse.colorBuffer; + m_GBuffer[1] = m_GBufferTextureNormal.colorBuffer; + m_GBuffer[2] = m_GBufferTexturePosition.colorBuffer; + m_GBuffer[3] = m_GBufferTextureTexCoord.colorBuffer; + m_DepthBuffer = m_GBufferTextureDiffuse.depthBuffer; + } - private void Start() + void OnDisable() { - } + m_Camera.RemoveAllCommandBuffers(); + } - private void OnPreCull() + void OnPreCull() { + m_CommandBufferAfterDepth.Clear(); + + RenderGBuffer(); + onPreCull?.Invoke(); } - private void OnPreRender() + void OnPreRender() { onPreRender?.Invoke(); } - private void OnPostRender() + void OnPostRender() { onPostRender?.Invoke(); } + void RenderGBuffer() + { + CommandBuffer cb = m_CommandBufferAfterDepth; + cb.SetRenderTarget(m_GBuffer, m_DepthBuffer); + cb.ClearRenderTarget(true, true, new Color(0, 0, 0, 0)); + List renderers = CustomRendererRegistry.Instance.renderers; + Material mat = new Material(Shader.Find(StaticDefine.shaders[EShader.GBuffer].name)); + for(int i = 0; i < renderers.Count; ++i) + { + CustomRenderer renderer = renderers[i]; + if (renderer == null) + continue; + cb.DrawRenderer(renderer.renderer, mat); + } + } + } \ No newline at end of file -- cgit v1.1-26-g67d0