Flatkit 추가 및 설정
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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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#if UNITY_6000_0_OR_NEWER
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using System;
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using UnityEngine.Rendering.RenderGraphModule;
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#endif
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public class ScreenRenderPass : ScriptableRenderPass {
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private Material _passMaterial;
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private bool _requiresColor;
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private bool _isBeforeTransparents;
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private PassData _passData;
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private ProfilingSampler _profilingSampler;
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private RTHandle _copiedColor;
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private static readonly Vector4 BlitScaleBias = new(1f, 1f, 0f, 0f);
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private static readonly MaterialPropertyBlock SharedPropertyBlock = new();
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private const string TexName = "_BlitTexture";
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private static readonly int BlitTextureShaderID = Shader.PropertyToID(TexName);
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private static readonly int BlitScaleBiasID = Shader.PropertyToID("_BlitScaleBias");
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public void Setup(Material mat, bool requiresColor, bool isBeforeTransparents, string featureName,
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in RenderingData renderingData) {
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_passMaterial = mat;
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_requiresColor = requiresColor;
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_isBeforeTransparents = isBeforeTransparents;
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_profilingSampler ??= new ProfilingSampler(featureName);
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var colorCopyDescriptor = renderingData.cameraData.cameraTargetDescriptor;
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colorCopyDescriptor.depthBufferBits = (int)DepthBits.None;
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#if UNITY_6000_0_OR_NEWER
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requiresIntermediateTexture = _requiresColor && !_isBeforeTransparents;
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RenderingUtils.ReAllocateHandleIfNeeded(ref _copiedColor, colorCopyDescriptor, FilterMode.Point,
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TextureWrapMode.Clamp, name: "_FullscreenPassColorCopy");
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#elif UNITY_2022_3_OR_NEWER
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RenderingUtils.ReAllocateIfNeeded(ref _copiedColor, colorCopyDescriptor, name: "_FullscreenPassColorCopy");
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#endif
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_passData ??= new PassData();
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}
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public void Dispose() {
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_copiedColor?.Release();
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}
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#if UNITY_6000_0_OR_NEWER
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData) {
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var resourceData = frameData.Get<UniversalResourceData>();
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var cameraData = frameData.Get<UniversalCameraData>();
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if (_passMaterial == null) {
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return;
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}
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if (!resourceData.activeColorTexture.IsValid()) {
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return;
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}
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if (_requiresColor && resourceData.isActiveTargetBackBuffer) {
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Debug.LogWarning("[Flat Kit] ScreenRenderPass requires sampling the active color buffer, but the renderer " +
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"is currently writing directly to the backbuffer. Enable an intermediate color target " +
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"(Renderer > Rendering > Intermediate Texture Mode = Always) or move the feature to an " +
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"earlier render event.");
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return;
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}
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TextureHandle copySource = TextureHandle.nullHandle;
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if (_requiresColor) {
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TextureDesc descriptor;
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if (resourceData.cameraColor.IsValid()) {
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descriptor = renderGraph.GetTextureDesc(resourceData.cameraColor);
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} else {
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descriptor = renderGraph.GetTextureDesc(resourceData.activeColorTexture);
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}
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descriptor.name = "_FlatKit_FullScreenCopy";
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descriptor.clearBuffer = false;
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TextureHandle copiedColor = renderGraph.CreateTexture(descriptor);
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using (var builder = renderGraph.AddRasterRenderPass<CopyPassData>("FlatKit Copy Color", out var passData,
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_profilingSampler)) {
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passData.source = resourceData.activeColorTexture;
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builder.UseTexture(passData.source, AccessFlags.Read);
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builder.SetRenderAttachment(copiedColor, 0, AccessFlags.Write);
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builder.SetRenderFunc((CopyPassData data, RasterGraphContext ctx) => {
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Blitter.BlitTexture(ctx.cmd, data.source, BlitScaleBias, 0, false);
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});
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}
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copySource = copiedColor;
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}
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using (var builder = renderGraph.AddRasterRenderPass<MainPassData>(_profilingSampler.name, out var passData,
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_profilingSampler)) {
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passData.material = _passMaterial;
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passData.source = copySource;
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if (passData.source.IsValid()) {
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builder.UseTexture(passData.source, AccessFlags.Read);
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}
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var passInput = input;
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bool needsColor = (passInput & ScriptableRenderPassInput.Color) != ScriptableRenderPassInput.None;
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bool needsDepth = (passInput & ScriptableRenderPassInput.Depth) != ScriptableRenderPassInput.None;
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bool needsNormals = (passInput & ScriptableRenderPassInput.Normal) != ScriptableRenderPassInput.None;
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bool needsMotion = (passInput & ScriptableRenderPassInput.Motion) != ScriptableRenderPassInput.None;
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if (needsColor && resourceData.cameraOpaqueTexture.IsValid()) {
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builder.UseTexture(resourceData.cameraOpaqueTexture);
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}
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if (needsDepth && resourceData.cameraDepthTexture.IsValid()) {
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builder.UseTexture(resourceData.cameraDepthTexture);
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}
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if (needsNormals && resourceData.cameraNormalsTexture.IsValid()) {
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builder.UseTexture(resourceData.cameraNormalsTexture);
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}
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if (needsMotion && cameraData.renderer.SupportsMotionVectors()) {
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if (resourceData.motionVectorColor.IsValid()) {
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builder.UseTexture(resourceData.motionVectorColor);
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}
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if (resourceData.motionVectorDepth.IsValid()) {
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builder.UseTexture(resourceData.motionVectorDepth);
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}
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}
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builder.SetRenderAttachment(resourceData.activeColorTexture, 0, AccessFlags.Write);
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builder.SetRenderFunc((MainPassData data, RasterGraphContext ctx) => {
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SharedPropertyBlock.Clear();
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if (data.source.IsValid()) {
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SharedPropertyBlock.SetTexture(BlitTextureShaderID, data.source);
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}
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SharedPropertyBlock.SetVector(BlitScaleBiasID, BlitScaleBias);
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ctx.cmd.DrawProcedural(Matrix4x4.identity, data.material, 0, MeshTopology.Triangles, 3, 1,
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SharedPropertyBlock);
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});
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}
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}
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[Obsolete("This rendering path is for compatibility mode only (when Render Graph is disabled).", false)]
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#endif
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) {
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_passData.effectMaterial = _passMaterial;
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_passData.requiresColor = _requiresColor;
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_passData.isBeforeTransparents = _isBeforeTransparents;
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_passData.profilingSampler = _profilingSampler;
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_passData.copiedColor = _copiedColor;
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ExecutePass(_passData, ref renderingData, ref context);
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}
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#if UNITY_6000_0_OR_NEWER
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[Obsolete("This rendering path is for compatibility mode only (when Render Graph is disabled).", false)]
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#endif
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private static void ExecutePass(PassData passData, ref RenderingData renderingData,
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ref ScriptableRenderContext context) {
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var passMaterial = passData.effectMaterial;
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var requiresColor = passData.requiresColor;
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var copiedColor = passData.copiedColor;
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var profilingSampler = passData.profilingSampler;
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if (passMaterial == null) {
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return;
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}
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if (renderingData.cameraData.isPreviewCamera) {
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return;
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}
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CommandBuffer cmd;
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bool releaseCommandBuffer;
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// Unity 6.3+ no longer exposes RenderingData.commandBuffer outside URP, so rely on pooled buffers there (and on pre-2022.3).
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#if UNITY_6000_3_OR_NEWER
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cmd = CommandBufferPool.Get();
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releaseCommandBuffer = true;
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#elif UNITY_2022_3_OR_NEWER && !UNITY_6000_3_OR_NEWER
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cmd = renderingData.commandBuffer;
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releaseCommandBuffer = false;
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#else
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cmd = CommandBufferPool.Get();
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releaseCommandBuffer = true;
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#endif
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var cameraData = renderingData.cameraData;
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using (new ProfilingScope(cmd, profilingSampler)) {
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if (requiresColor) {
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#if UNITY_6000_3_OR_NEWER
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RTHandle source = cameraData.renderer.cameraColorTargetHandle;
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Blitter.BlitCameraTexture(cmd, source, copiedColor);
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#elif UNITY_2022_3_OR_NEWER && !UNITY_6000_3_OR_NEWER
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RTHandle source = passData.isBeforeTransparents
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? cameraData.renderer.GetCameraColorBackBuffer(cmd)
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: cameraData.renderer.cameraColorTargetHandle;
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Blitter.BlitCameraTexture(cmd, source, copiedColor);
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#else
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RenderTargetIdentifier source = cameraData.renderer.cameraColorTarget;
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cmd.Blit(source, copiedColor);
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#endif
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passMaterial.SetTexture(BlitTextureShaderID, copiedColor);
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}
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#if UNITY_6000_3_OR_NEWER
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CoreUtils.SetRenderTarget(cmd, cameraData.renderer.cameraColorTargetHandle);
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#elif UNITY_2022_3_OR_NEWER && !UNITY_6000_3_OR_NEWER
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CoreUtils.SetRenderTarget(cmd, cameraData.renderer.GetCameraColorBackBuffer(cmd));
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#else
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CoreUtils.SetRenderTarget(cmd, cameraData.renderer.cameraColorTarget);
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#endif
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CoreUtils.DrawFullScreen(cmd, passMaterial);
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context.ExecuteCommandBuffer(cmd);
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if (releaseCommandBuffer) {
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CommandBufferPool.Release(cmd);
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} else {
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cmd.Clear();
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}
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}
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}
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private class PassData {
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internal Material effectMaterial;
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internal bool requiresColor;
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internal bool isBeforeTransparents;
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public ProfilingSampler profilingSampler;
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public RTHandle copiedColor;
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}
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#if UNITY_6000_0_OR_NEWER
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private class CopyPassData {
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internal TextureHandle source;
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}
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private class MainPassData {
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internal TextureHandle source;
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internal Material material;
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}
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#endif
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}
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