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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
// https://docs.unity3d.com/ScriptReference/Rendering.CameraEvent.html
// 前向渲染的camera events
// * DepthTexture
// * DepthNormalTexture
// * ForwardOpaque
// * ImageEffectsOpaque
// * Skybox
// * ForwardAlpha
// * ImageEffects
// * Everything
[Flags]
public enum ERenderingEvent
{
None = 0,
BeforeDepthTexture = 1,
BeforeDepthNormalsTexture = 1 << 1,
BeforeForwardOpaque = 1 << 2,
BeforeImageEffectsOpaque = 1 << 3,
BeforeSkybox = 1 << 4,
BeforeForwardAlpha = 1 << 5,
BeforeImageEffects = 1 << 6,
//BeforeEverything = 1 << 7,
AfterDepthTexture = 1 << 8,
AfterDepthNormalsTexture = 1 << 9,
AfterForwardOpaque = 1 << 10,
AfterImageEffectsOpaque = 1 << 11,
AfterSkybox = 1 << 12,
AfterForwardAlpha = 1 << 13,
AfterImageEffects = 1 << 14,
AfterEverything = 1 << 15,
}
[RequireComponent(typeof(MainCamera))]
public class CustomRenderingPipeline : MonoBehaviour
{
public static Dictionary<ERenderingEvent, CameraEvent> RenderingEventToCameraEvent = new Dictionary<ERenderingEvent, CameraEvent> {
{ERenderingEvent.BeforeDepthTexture, CameraEvent.BeforeDepthTexture },
{ERenderingEvent.BeforeDepthNormalsTexture, CameraEvent.BeforeDepthNormalsTexture },
{ERenderingEvent.BeforeForwardOpaque, CameraEvent.BeforeForwardOpaque },
{ERenderingEvent.BeforeImageEffectsOpaque, CameraEvent.BeforeImageEffectsOpaque },
{ERenderingEvent.BeforeSkybox, CameraEvent.BeforeSkybox },
{ERenderingEvent.BeforeForwardAlpha, CameraEvent.BeforeForwardAlpha },
{ERenderingEvent.BeforeImageEffects, CameraEvent.BeforeImageEffects },
{ERenderingEvent.AfterDepthTexture, CameraEvent.AfterDepthTexture },
{ERenderingEvent.AfterDepthNormalsTexture, CameraEvent.AfterDepthNormalsTexture },
{ERenderingEvent.AfterForwardOpaque, CameraEvent.AfterForwardOpaque },
{ERenderingEvent.AfterImageEffectsOpaque, CameraEvent.AfterImageEffectsOpaque },
{ERenderingEvent.AfterSkybox, CameraEvent.AfterSkybox },
{ERenderingEvent.AfterForwardAlpha, CameraEvent.AfterForwardAlpha },
{ERenderingEvent.AfterImageEffects, CameraEvent.AfterImageEffects },
{ERenderingEvent.AfterEverything, CameraEvent.AfterEverything },
};
Camera m_Camera;
public delegate void RenderEventHandler();
public event RenderEventHandler onPreCull;
public event RenderEventHandler onPreRender;
public event RenderEventHandler onPostRender;
private void OnEable()
{
m_Camera = GetComponent<Camera>();
}
private void Start()
{
}
private void OnPreCull()
{
onPreCull?.Invoke();
}
private void OnPreRender()
{
onPreRender?.Invoke();
}
private void OnPostRender()
{
onPostRender?.Invoke();
}
#region 贴图
#endregion
}
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