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219
Assets/Scripts/Blit.cs
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Assets/Scripts/Blit.cs
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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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/*
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* Blit Renderer Feature https://github.com/Cyanilux/URP_BlitRenderFeature
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* ------------------------------------------------------------------------------------------------------------------------
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* Based on the Blit from the UniversalRenderingExamples
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* https://github.com/Unity-Technologies/UniversalRenderingExamples/tree/master/Assets/Scripts/Runtime/RenderPasses
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*
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* Extended to allow for :
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* - Specific access to selecting a source and destination (via current camera's color / texture id / render texture object
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* - (Pre-2021.2/v12) Automatic switching to using _AfterPostProcessTexture for After Rendering event, in order to correctly handle the blit after post processing is applied
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* - Setting a _InverseView matrix (cameraToWorldMatrix), for shaders that might need it to handle calculations from screen space to world.
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* e.g. Reconstruct world pos from depth : https://www.cyanilux.com/tutorials/depth/#blit-perspective
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* - (2020.2/v10 +) Enabling generation of DepthNormals (_CameraNormalsTexture)
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* This will only include shaders who have a DepthNormals pass (mostly Lit Shaders / Graphs)
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(workaround for Unlit Shaders / Graphs: https://gist.github.com/Cyanilux/be5a796cf6ddb20f20a586b94be93f2b)
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* ------------------------------------------------------------------------------------------------------------------------
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* @Cyanilux
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*/
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namespace Cyan {
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/*
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CreateAssetMenu here allows creating the ScriptableObject without being attached to a Renderer Asset
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Can then Enqueue the pass manually via https://gist.github.com/Cyanilux/8fb3353529887e4184159841b8cad208
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as a workaround for 2D Renderer not supporting features (prior to 2021.2). Uncomment if needed.
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*/
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// [CreateAssetMenu(menuName = "Cyan/Blit")]
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public class Blit : ScriptableRendererFeature {
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public class BlitPass : ScriptableRenderPass {
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public Material blitMaterial = null;
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public FilterMode filterMode { get; set; }
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private BlitSettings settings;
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private RenderTargetIdentifier source { get; set; }
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private RenderTargetIdentifier destination { get; set; }
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RenderTargetHandle m_TemporaryColorTexture;
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RenderTargetHandle m_DestinationTexture;
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string m_ProfilerTag;
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#if !UNITY_2020_2_OR_NEWER // v8
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private ScriptableRenderer renderer;
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#endif
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public BlitPass(RenderPassEvent renderPassEvent, BlitSettings settings, string tag) {
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this.renderPassEvent = renderPassEvent;
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this.settings = settings;
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blitMaterial = settings.blitMaterial;
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m_ProfilerTag = tag;
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m_TemporaryColorTexture.Init("_TemporaryColorTexture");
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if (settings.dstType == Target.TextureID) {
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m_DestinationTexture.Init(settings.dstTextureId);
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}
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}
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public void Setup(ScriptableRenderer renderer) {
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#if UNITY_2020_2_OR_NEWER // v10+
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if (settings.requireDepthNormals)
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ConfigureInput(ScriptableRenderPassInput.Normal);
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#else // v8
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this.renderer = renderer;
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#endif
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) {
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CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
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RenderTextureDescriptor opaqueDesc = renderingData.cameraData.cameraTargetDescriptor;
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opaqueDesc.depthBufferBits = 0;
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// Set Source / Destination
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#if UNITY_2020_2_OR_NEWER // v10+
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var renderer = renderingData.cameraData.renderer;
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#else // v8
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// For older versions, cameraData.renderer is internal so can't be accessed. Will pass it through from AddRenderPasses instead
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var renderer = this.renderer;
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#endif
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// note : Seems this has to be done in here rather than in AddRenderPasses to work correctly in 2021.2+
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if (settings.srcType == Target.CameraColor) {
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source = renderer.cameraColorTarget;
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} else if (settings.srcType == Target.TextureID) {
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source = new RenderTargetIdentifier(settings.srcTextureId);
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} else if (settings.srcType == Target.RenderTextureObject) {
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source = new RenderTargetIdentifier(settings.srcTextureObject);
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}
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if (settings.dstType == Target.CameraColor) {
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destination = renderer.cameraColorTarget;
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} else if (settings.dstType == Target.TextureID) {
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destination = new RenderTargetIdentifier(settings.dstTextureId);
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} else if (settings.dstType == Target.RenderTextureObject) {
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destination = new RenderTargetIdentifier(settings.dstTextureObject);
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}
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if (settings.setInverseViewMatrix) {
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Shader.SetGlobalMatrix("_InverseView", renderingData.cameraData.camera.cameraToWorldMatrix);
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}
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if (settings.dstType == Target.TextureID) {
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if (settings.overrideGraphicsFormat) {
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opaqueDesc.graphicsFormat = settings.graphicsFormat;
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}
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cmd.GetTemporaryRT(m_DestinationTexture.id, opaqueDesc, filterMode);
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}
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//Debug.Log($"src = {source}, dst = {destination} ");
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// Can't read and write to same color target, use a TemporaryRT
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if (source == destination || (settings.srcType == settings.dstType && settings.srcType == Target.CameraColor)) {
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cmd.GetTemporaryRT(m_TemporaryColorTexture.id, opaqueDesc, filterMode);
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Blit(cmd, source, m_TemporaryColorTexture.Identifier(), blitMaterial, settings.blitMaterialPassIndex);
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Blit(cmd, m_TemporaryColorTexture.Identifier(), destination);
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} else {
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Blit(cmd, source, destination, blitMaterial, settings.blitMaterialPassIndex);
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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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public override void FrameCleanup(CommandBuffer cmd) {
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if (settings.dstType == Target.TextureID) {
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cmd.ReleaseTemporaryRT(m_DestinationTexture.id);
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}
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if (source == destination || (settings.srcType == settings.dstType && settings.srcType == Target.CameraColor)) {
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cmd.ReleaseTemporaryRT(m_TemporaryColorTexture.id);
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}
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}
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}
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[System.Serializable]
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public class BlitSettings {
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public RenderPassEvent Event = RenderPassEvent.AfterRenderingOpaques;
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public Material blitMaterial = null;
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public int blitMaterialPassIndex = 0;
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public bool setInverseViewMatrix = false;
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public bool requireDepthNormals = false;
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public Target srcType = Target.CameraColor;
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public string srcTextureId = "_CameraColorTexture";
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public RenderTexture srcTextureObject;
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public Target dstType = Target.CameraColor;
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public string dstTextureId = "_BlitPassTexture";
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public RenderTexture dstTextureObject;
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public bool overrideGraphicsFormat = false;
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public UnityEngine.Experimental.Rendering.GraphicsFormat graphicsFormat;
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}
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public enum Target {
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CameraColor,
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TextureID,
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RenderTextureObject
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}
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public BlitSettings settings = new BlitSettings();
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public BlitPass blitPass;
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public override void Create() {
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var passIndex = settings.blitMaterial != null ? settings.blitMaterial.passCount - 1 : 1;
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settings.blitMaterialPassIndex = Mathf.Clamp(settings.blitMaterialPassIndex, -1, passIndex);
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blitPass = new BlitPass(settings.Event, settings, name);
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#if !UNITY_2021_2_OR_NEWER
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if (settings.Event == RenderPassEvent.AfterRenderingPostProcessing) {
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Debug.LogWarning("Note that the \"After Rendering Post Processing\"'s Color target doesn't seem to work? (or might work, but doesn't contain the post processing) :( -- Use \"After Rendering\" instead!");
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}
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#endif
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if (settings.graphicsFormat == UnityEngine.Experimental.Rendering.GraphicsFormat.None) {
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settings.graphicsFormat = SystemInfo.GetGraphicsFormat(UnityEngine.Experimental.Rendering.DefaultFormat.LDR);
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}
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData) {
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if (settings.blitMaterial == null) {
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Debug.LogWarningFormat("Missing Blit Material. {0} blit pass will not execute. Check for missing reference in the assigned renderer.", GetType().Name);
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return;
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}
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#if !UNITY_2021_2_OR_NEWER
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// AfterRenderingPostProcessing event is fixed in 2021.2+ so this workaround is no longer required
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if (settings.Event == RenderPassEvent.AfterRenderingPostProcessing) {
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} else if (settings.Event == RenderPassEvent.AfterRendering && renderingData.postProcessingEnabled) {
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// If event is AfterRendering, and src/dst is using CameraColor, switch to _AfterPostProcessTexture instead.
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if (settings.srcType == Target.CameraColor) {
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settings.srcType = Target.TextureID;
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settings.srcTextureId = "_AfterPostProcessTexture";
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}
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if (settings.dstType == Target.CameraColor) {
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settings.dstType = Target.TextureID;
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settings.dstTextureId = "_AfterPostProcessTexture";
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}
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} else {
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// If src/dst is using _AfterPostProcessTexture, switch back to CameraColor
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if (settings.srcType == Target.TextureID && settings.srcTextureId == "_AfterPostProcessTexture") {
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settings.srcType = Target.CameraColor;
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settings.srcTextureId = "";
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}
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if (settings.dstType == Target.TextureID && settings.dstTextureId == "_AfterPostProcessTexture") {
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settings.dstType = Target.CameraColor;
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settings.dstTextureId = "";
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}
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}
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#endif
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blitPass.Setup(renderer);
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renderer.EnqueuePass(blitPass);
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}
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}
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}
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