Files

234 lines
10 KiB
C#

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using System.Collections.Generic;
namespace NBShader
{
public class DisturbanceMaskRenderPass : ScriptableRenderPass
{
private ProfilingSampler _profilingSampler;
#if UNIVERSAL_RP_13_1_2_OR_NEWER
private RTHandle _DisturbanceMaskRTHandle;
private RTHandle _cameraDepthRTHandle;
private RTHandle _DownRT;
#else
private static readonly int _DisturbanceMaskRTID = Shader.PropertyToID("_DisturbanceMaskRT");
private static readonly int _DownRTID = Shader.PropertyToID("_DisturbanceMaskTex");
private RenderTargetIdentifier _DisturbanceMaskRTHandle = new RenderTargetIdentifier (_DisturbanceMaskRTID);
private RenderTargetIdentifier _cameraDepthRTHandle;
private RenderTargetIdentifier _DownRT = new RenderTargetIdentifier (_DownRTID);
#endif
private Material tempMat;
private readonly Downsampling _downSampling;
private Material _renderMaskMat ;
// public LayerMask _DisturbanceMaskLayer = 1 << 25;
private FilteringSettings _Filtering;
private static readonly int CameraTexture = Shader.PropertyToID("_CameraTexture");
private static readonly int SampleOffset = Shader.PropertyToID("_SampleOffset");
private readonly List<ShaderTagId> _shaderTag = new List<ShaderTagId>()
{
// new ShaderTagId("UniversalForward"),
// new ShaderTagId("SRPDefaultUnlit"),
// new ShaderTagId("UniversalForwardOnly")
new ShaderTagId("NBDeferredDistortPass")
};
public DisturbanceMaskRenderPass(ProfilingSampler profilingSampler,Material DisturbanceMaskMat, Downsampling downSampling)
{
_profilingSampler = profilingSampler;
_renderMaskMat = DisturbanceMaskMat;
_downSampling = downSampling;
}
#if UNIVERSAL_RP_13_1_2_OR_NEWER
public void SetUp ( RTHandle cameraRTHandle )
{
RenderTextureDescriptor descrip = cameraRTHandle.rt.descriptor;
descrip.colorFormat = RenderTextureFormat.RGHalf;
descrip.depthBufferBits = 0;
RenderingUtils.ReAllocateIfNeeded(ref _DisturbanceMaskRTHandle, descrip, name: "DisturbanceMaskRT");
switch (_downSampling)
{
case Downsampling._2xBilinear:
descrip.width /= 2;
descrip.height /= 2;
break;
case Downsampling._4xBilinear:
descrip.width /= 4;
descrip.height /= 4;
break;
case Downsampling._4xBox:
descrip.width /= 4;
descrip.height /= 4;
break;
}
RenderingUtils.ReAllocateIfNeeded(ref _DownRT, descrip, name:"MaskDownCopyRT");
}
#else
//在AddPass之前触发
public void SetUpDisturbanceMask(RenderTextureDescriptor descrip ,CommandBuffer cmd)
{
descrip.colorFormat = RenderTextureFormat.RGHalf;
descrip.depthBufferBits = 0;
cmd.GetTemporaryRT(_DisturbanceMaskRTID, descrip,FilterMode.Bilinear);
switch (_downSampling)
{
case Downsampling._2xBilinear:
descrip.width /= 2;
descrip.height /= 2;
break;
case Downsampling._4xBilinear:
descrip.width /= 4;
descrip.height /= 4;
break;
case Downsampling._4xBox:
descrip.width /= 4;
descrip.height /= 4;
break;
}
cmd.GetTemporaryRT(_DownRTID, descrip,FilterMode.Bilinear);
}
#endif
public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
{
_Filtering = new FilteringSettings(RenderQueueRange.all);
#if UNIVERSAL_RP_13_1_2_OR_NEWER
_cameraDepthRTHandle = renderingData.cameraData.renderer.cameraDepthTargetHandle;
#else
_cameraDepthRTHandle = renderingData.cameraData.renderer.cameraDepthTarget;
SetUpDisturbanceMask(renderingData.cameraData.cameraTargetDescriptor,cmd);
#endif
}
private readonly Color _clearDisturbanceMaskColor = new Color(0f, 0f, 0f, 1f);
public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor)
{
#if UNIVERSAL_RP_13_1_2_OR_NEWER
ConfigureTarget(_DisturbanceMaskRTHandle, _cameraDepthRTHandle);
#else
ConfigureTarget(_DisturbanceMaskRTID, _cameraDepthRTHandle);
#endif
//将RT清空
ConfigureClear(ClearFlag.Color, _clearDisturbanceMaskColor);
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
if (!(renderingData.cameraData.cameraType == CameraType.Game || renderingData.cameraData.cameraType == CameraType.SceneView))
return;
if (!_renderMaskMat)
{
return;
}
var DisturbanceDraw = CreateDrawingSettings(_shaderTag, ref renderingData, renderingData.cameraData.defaultOpaqueSortFlags);
CommandBuffer cmd = CommandBufferPool.Get();
using (new ProfilingScope(cmd, _profilingSampler))
{
context.DrawRenderers(renderingData.cullResults, ref DisturbanceDraw, ref _Filtering);
#if UNIVERSAL_RP_13_1_2_OR_NEWER
_renderMaskMat.SetTexture(CameraTexture, _DisturbanceMaskRTHandle);
cmd.SetRenderTarget((RenderTargetIdentifier)_DownRT);
switch (_downSampling)
{
case Downsampling._2xBilinear:
Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, Vector2.one, _renderMaskMat, 0);
break;
case Downsampling._4xBilinear:
Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, Vector2.one, _renderMaskMat, 0);
break;
case Downsampling._4xBox:
_renderMaskMat.SetFloat(SampleOffset, 2);
Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, Vector2.one, _renderMaskMat, 1);
break;
default:
Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, Vector2.one, _renderMaskMat, 0);
break;
}
#else
// cmd.SetGlobalTexture(_DisturbanceMaskRTID, _DisturbanceMaskRTHandle);
//Bug:在非播放状态时,_DisturbanceMaskRTID在这里会经常丢失。造成画面闪烁。但是,只要有一个DistortObject在Scene中,并LockInspector,就不会闪烁,非常奇怪。
cmd.SetGlobalTexture(CameraTexture, _DisturbanceMaskRTHandle);
// _renderMaskMat.SetTexture(CameraTexture, Shader.GetGlobalTexture(_DisturbanceMaskRTID));
cmd.SetRenderTarget(_DownRT);
switch (_downSampling)
{
case Downsampling._2xBilinear:
// Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
// cmd.Blit(_DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
// cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _renderMaskMat, 0, 2);
Blit(cmd, _DisturbanceMaskRTHandle,_DownRT,_renderMaskMat,0);
break;
case Downsampling._4xBilinear:
// Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
// cmd.Blit(_DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
// cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _renderMaskMat, 0, 2);
Blit(cmd, _DisturbanceMaskRTHandle,_DownRT,_renderMaskMat,0);
break;
case Downsampling._4xBox:
_renderMaskMat.SetFloat(SampleOffset, 2);
// Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 1);
// cmd.Blit(_DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 1);
// cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _renderMaskMat, 0, 3);
Blit(cmd, _DisturbanceMaskRTHandle,_DownRT,_renderMaskMat,1);
break;
default:
// Blitter.BlitTexture(cmd, _DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
// cmd.Blit(_DisturbanceMaskRTHandle, _DownRT, _renderMaskMat, 0);
// cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, _renderMaskMat, 0, 2);
Blit(cmd, _DisturbanceMaskRTHandle,_DownRT,_renderMaskMat,0);
break;
}
#endif
cmd.SetGlobalTexture("_DisturbanceMaskTex", _DownRT);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
#if !UNIVERSAL_RP_13_1_2_OR_NEWER
// Cleanup any allocated resources that were created during the execution of this render pass.
public override void OnCameraCleanup(CommandBuffer cmd)
{
cmd.ReleaseTemporaryRT(_DisturbanceMaskRTID);
cmd.ReleaseTemporaryRT(_DownRTID);
}
//JustForSimple
public void Dispose()
{
}
#else
public void Dispose()
{
_DisturbanceMaskRTHandle?.Release();
_DownRT?.Release();
}
#endif
}
}