1.修复了一些错误\n2.导入了URP的Sample
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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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// This pass performs a blit operation with a Material. The input and output textures are set by the Renderer Feature.
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public class DepthBlitEdgePass : ScriptableRenderPass
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{
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private ProfilingSampler m_ProfilingSampler = new ProfilingSampler("DepthBlitEdgePass");
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private RTHandle m_DepthHandle;
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private RTHandle m_OutputHandle; //Camera target
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private Material m_Material;
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public DepthBlitEdgePass(Material mat, RenderPassEvent evt)
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{
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renderPassEvent = evt;
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m_Material = mat;
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}
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public void SetRTHandle(ref RTHandle depthHandle, RTHandle outputHandle)
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{
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m_DepthHandle = depthHandle;
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m_OutputHandle = outputHandle;
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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var cameraData = renderingData.cameraData;
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if (cameraData.camera.cameraType != CameraType.Game)
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return;
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CommandBuffer cmd = CommandBufferPool.Get();
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using (new ProfilingScope(cmd, m_ProfilingSampler))
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{
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Blitter.BlitCameraTexture(cmd, m_DepthHandle, m_OutputHandle, m_Material, 0);
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}
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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CommandBufferPool.Release(cmd);
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}
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}
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@@ -0,0 +1,111 @@
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.Rendering.Universal.Internal;
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// This Renderer Feature enqueues either the CopyDepthPass or the DepthOnlyPass depending on the current platform support.
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// CopyDepthPass copies the depth texture to an RTHandle. DepthOnlyPass renders depth values to an RTHandle.
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// The Renderer Feature also enqueues the DepthBlitEdgePass which takes the RTHandle as input to create an effect to visualize depth, and output it to the screen.
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public class DepthBlitFeature : ScriptableRendererFeature
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{
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public RenderPassEvent evt_Depth = RenderPassEvent.AfterRenderingOpaques;
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public RenderPassEvent evt_Edge = RenderPassEvent.AfterRenderingOpaques;
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public UniversalRendererData rendererDataAsset; // The field for accessing opaqueLayerMask on the renderer asset
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public Shader copyDepthShader;
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private Material m_CopyDepthMaterial;
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public Material m_DepthEdgeMaterial;
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// The RTHandle for storing the depth texture
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private RTHandle m_DepthRTHandle;
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private const string k_DepthRTName = "_MyDepthTexture";
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// The passes for the effect
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private CopyDepthPass m_CopyDepthPass;
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private DepthOnlyPass m_DepthOnlyPass; // DepthOnlyPass is for platforms that run OpenGL ES, which does not support CopyDepth.
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private DepthBlitEdgePass m_DepthEdgePass;
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// Check if the platform supports CopyDepthPass
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private bool CanCopyDepth(ref CameraData cameraData)
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{
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bool msaaEnabledForCamera = cameraData.cameraTargetDescriptor.msaaSamples > 1;
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bool supportsTextureCopy = SystemInfo.copyTextureSupport != CopyTextureSupport.None;
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bool supportsDepthTarget = RenderingUtils.SupportsRenderTextureFormat(RenderTextureFormat.Depth);
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bool supportsDepthCopy = !msaaEnabledForCamera && (supportsDepthTarget || supportsTextureCopy);
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bool msaaDepthResolve = msaaEnabledForCamera && SystemInfo.supportsMultisampledTextures != 0;
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// Avoid copying MSAA depth on GLES3 platform to avoid invalid results
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if (IsGLESDevice() && msaaDepthResolve)
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return false;
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return supportsDepthCopy || msaaDepthResolve;
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}
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private bool IsGLESDevice()
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{
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return SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES2;
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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var cameraData = renderingData.cameraData;
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if (renderingData.cameraData.cameraType != CameraType.Game)
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return;
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if (CanCopyDepth(ref cameraData))
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{
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if (m_CopyDepthMaterial == null)
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m_CopyDepthMaterial = CoreUtils.CreateEngineMaterial(copyDepthShader);
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if (m_CopyDepthPass == null)
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m_CopyDepthPass = new CopyDepthPass(evt_Depth, m_CopyDepthMaterial);
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renderer.EnqueuePass(m_CopyDepthPass);
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}
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else
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{
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if (m_DepthOnlyPass == null)
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m_DepthOnlyPass = new DepthOnlyPass(evt_Depth, RenderQueueRange.opaque, rendererDataAsset.opaqueLayerMask);
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renderer.EnqueuePass(m_DepthOnlyPass);
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}
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renderer.EnqueuePass(m_DepthEdgePass);
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}
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public override void SetupRenderPasses(ScriptableRenderer renderer, in RenderingData renderingData)
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{
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var cameraData = renderingData.cameraData;
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if (renderingData.cameraData.cameraType != CameraType.Game)
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return;
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// Create an RTHandle for storing the depth
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var desc = renderingData.cameraData.cameraTargetDescriptor;
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desc.graphicsFormat = GraphicsFormat.None;
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desc.msaaSamples = 1;
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RenderingUtils.ReAllocateIfNeeded(ref m_DepthRTHandle, desc, FilterMode.Bilinear, TextureWrapMode.Clamp, name: k_DepthRTName );
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// Setup source and destination RTHandles for the CopyDepthPass
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if (CanCopyDepth(ref cameraData))
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m_CopyDepthPass.Setup(renderer.cameraDepthTargetHandle, m_DepthRTHandle);
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else
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m_DepthOnlyPass.Setup(desc, m_DepthRTHandle);
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// Pass the RTHandle for the DepthEdge effect
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m_DepthEdgePass.SetRTHandle(ref m_DepthRTHandle, renderer.cameraColorTargetHandle);
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}
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public override void Create()
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{
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m_DepthEdgePass = new DepthBlitEdgePass(m_DepthEdgeMaterial, evt_Edge);
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}
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protected override void Dispose(bool disposing)
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{
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m_DepthRTHandle?.Release();
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CoreUtils.Destroy(m_CopyDepthMaterial);
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m_DepthEdgePass = null;
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m_CopyDepthPass = null;
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m_DepthOnlyPass = null;
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}
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}
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||||
script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
||||
Reference in New Issue
Block a user