1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415
| using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; using UnityEngine.Rendering.Universal;
public class CustomForwardRenderer : ScriptableRenderer { private ForwardRendererData m_RendererData; private List<ScriptableRenderPass> m_ActiveRenderPassQueue = new List<ScriptableRenderPass>(); private List<RendererFeature> m_RendererFeatures = new List<RendererFeature>(); private RenderTargetHandle m_CameraColorTarget; private RenderTargetHandle m_CameraDepthTarget; private RenderTargetHandle m_DepthTexture; private RenderTargetHandle m_OpaqueColor; private bool m_CreateDepthTexture; private bool m_CreateOpaqueTexture; private bool m_SupportsDynamicBatching; private bool m_SupportsMixedLighting; public CustomForwardRenderer(ForwardRendererData data) : base(data) { m_RendererData = data; m_CreateDepthTexture = data.depthTextureFormat != DepthTextureFormat.None; m_CreateOpaqueTexture = data.opaqueDownsampling != OpaqueTextureDownsampling.None; m_SupportsDynamicBatching = data.supportsDynamicBatching; m_SupportsMixedLighting = data.supportsMixedLighting; m_CameraColorTarget.Init("_CameraColorTexture"); m_CameraDepthTarget.Init("_CameraDepthTexture"); m_DepthTexture.Init("_CameraDepthAttachment"); m_OpaqueColor.Init("_AfterOpaqueTexture"); } public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData) { m_ActiveRenderPassQueue.Clear(); var cameraData = renderingData.cameraData; var lightData = renderingData.lightData; var shadowData = renderingData.shadowData; ConfigureRenderPasses(ref renderingData); AddRendererFeatures(ref renderingData); ConfigureCameraTarget( m_CameraColorTarget.Identifier(), m_DepthTexture.Identifier() ); } private void ConfigureRenderPasses(ref RenderingData renderingData) { var cameraData = renderingData.cameraData; var lightData = renderingData.lightData; var shadowData = renderingData.shadowData; if (m_CreateDepthTexture && cameraData.captureActions == null) { var depthPrepass = CreateDepthPrepass(); if (depthPrepass != null) { m_ActiveRenderPassQueue.Add(depthPrepass); } } if (shadowData.supportsMainLightShadows) { var mainShadowPass = CreateMainLightShadowPass(ref renderingData); if (mainShadowPass != null) { m_ActiveRenderPassQueue.Add(mainShadowPass); } } if (shadowData.supportsAdditionalLightShadows) { var additionalShadowPass = CreateAdditionalLightShadowPass(ref renderingData); if (additionalShadowPass != null) { m_ActiveRenderPassQueue.Add(additionalShadowPass); } } var opaquePass = CreateOpaquePass(ref renderingData); if (opaquePass != null) { m_ActiveRenderPassQueue.Add(opaquePass); } var transparentPass = CreateTransparentPass(ref renderingData); if (transparentPass != null) { m_ActiveRenderPassQueue.Add(transparentPass); } if (renderingData.postProcessingData.IsEnabled()) { var postProcessPass = CreatePostProcessPass(ref renderingData); if (postProcessPass != null) { m_ActiveRenderPassQueue.Add(postProcessPass); } } } private ScriptableRenderPass CreateDepthPrepass() { var depthPrepass = new DepthOnlyPass( RenderPassEvent.BeforeRenderingOpaques, m_DepthTexture, new RenderStateMask() ); return depthPrepass; } private ScriptableRenderPass CreateMainLightShadowPass(ref RenderingData renderingData) { var shadowSettings = new ShadowDrawingSettings(renderingData.cullResults, 0); var mainShadowPass = new MainLightShadowCasterPass( RenderPassEvent.BeforeRenderingShadows, shadowSettings ); return mainShadowPass; } private ScriptableRenderPass CreateAdditionalLightShadowPass(ref RenderingData renderingData) { var additionalShadowPass = new AdditionalLightsShadowCasterPass( RenderPassEvent.BeforeRenderingPrePasses, renderingData.lightData.additionalLightsVisibilityIndex ); return additionalShadowPass; } private ScriptableRenderPass CreateOpaquePass(ref RenderingData renderingData) { var opaquePass = new CustomOpaquePass( RenderPassEvent.BeforeRenderingOpaques, m_CameraColorTarget, m_CameraDepthTarget, renderingData.cameraData.requiresDepthTexture, renderingData.cameraData.requiresOpaqueTexture ); return opaquePass; } private ScriptableRenderPass CreateTransparentPass(ref RenderingData renderingData) { var transparentPass = new CustomTransparentPass( RenderPassEvent.BeforeRenderingTransparents, m_CameraColorTarget, renderingData.cameraData.requiresDepthTexture ); return transparentPass; } private ScriptableRenderPass CreatePostProcessPass(ref RenderingData renderingData) { var postProcessPass = new CustomPostProcessPass( RenderPassEvent.AfterRenderingPostProcessing, renderingData.postProcessingData ); return postProcessPass; } private void AddRendererFeatures(ref RenderingData renderingData) { foreach (var feature in m_RendererFeatures) { if (feature?.isActive != false) { feature.AddRenderPasses(this, ref renderingData); } } } public override void EnqueuePass(ScriptableRenderPass pass) { if (pass != null) { m_ActiveRenderPassQueue.Add(pass); } } public override void SetupLights(ScriptableRenderContext context, ref RenderingData renderingData) { base.SetupLights(context, ref renderingData); } public override void SetupCullingParameters(ref ScriptableCullingParameters cullingParameters, ref CameraData cameraData) { base.SetupCullingParameters(ref cullingParameters, ref cameraData); } public override void Render(ScriptableRenderContext renderContext, ref RenderingData renderingData) { for (int i = 0; i < m_ActiveRenderPassQueue.Count; i++) { var pass = m_ActiveRenderPassQueue[i]; pass.Execute(renderContext, ref renderingData); } for (int i = 0; i < m_ActiveRenderPassQueue.Count; i++) { var pass = m_ActiveRenderPassQueue[i]; pass.FrameCleanup(ref renderingData); } } public void AddRendererFeature(RendererFeature feature) { if (feature != null) { m_RendererFeatures.Add(feature); feature.Create(); } } public void RemoveRendererFeature(RendererFeature feature) { if (feature != null) { m_RendererFeatures.Remove(feature); } } public void ClearRendererFeatures() { m_RendererFeatures.Clear(); } }
public class CustomOpaquePass : ScriptableRenderPass { private FilteringSettings m_FilteringSettings; private List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>(); private RenderTargetHandle m_ColorAttachmentHandle; private RenderTargetHandle m_DepthAttachmentHandle; private bool m_RequiresDepthTexture; private bool m_RequiresOpaqueTexture; public CustomOpaquePass( RenderPassEvent renderPassEvent, RenderTargetHandle colorAttachment, RenderTargetHandle depthAttachment, bool requiresDepthTexture, bool requiresOpaqueTexture) { this.renderPassEvent = renderPassEvent; m_ColorAttachmentHandle = colorAttachment; m_DepthAttachmentHandle = depthAttachment; m_RequiresDepthTexture = requiresDepthTexture; m_RequiresOpaqueTexture = requiresOpaqueTexture; m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit")); m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward")); m_ShaderTagIdList.Add(new ShaderTagId("LightweightForward")); m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque); } public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { if (m_RequiresOpaqueTexture) { ConfigureTarget(m_ColorAttachmentHandle.Identifier(), m_DepthAttachmentHandle.Identifier()); } else { ConfigureTarget(cameraTextureDescriptor.colorFormat, cameraTextureDescriptor.depthBufferFormat); } ConfigureClear(ClearFlag.All, Color.black); } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { var drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, SortingCriteria.CommonOpaque); var filterSettings = m_FilteringSettings; context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filterSettings); } public override void FrameCleanup(ref RenderingData renderingData) { } }
public class CustomTransparentPass : ScriptableRenderPass { private FilteringSettings m_FilteringSettings; private List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>(); private RenderTargetHandle m_ColorAttachmentHandle; private bool m_RequiresDepthTexture; public CustomTransparentPass( RenderPassEvent renderPassEvent, RenderTargetHandle colorAttachment, bool requiresDepthTexture) { this.renderPassEvent = renderPassEvent; m_ColorAttachmentHandle = colorAttachment; m_RequiresDepthTexture = requiresDepthTexture; m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit")); m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward")); m_ShaderTagIdList.Add(new ShaderTagId("LightweightForward")); m_FilteringSettings = new FilteringSettings(RenderQueueRange.transparent); } public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { ConfigureTarget(m_ColorAttachmentHandle.Identifier(), m_RequiresDepthTexture ? BuiltinRenderTextureType.CurrentActive : BuiltinRenderTextureType.None); ConfigureClear(ClearFlag.None, Color.black); } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { var drawingSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, SortingCriteria.CommonTransparent); var filterSettings = m_FilteringSettings; context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref filterSettings); } public override void FrameCleanup(ref RenderingData renderingData) { } }
public class CustomPostProcessPass : ScriptableRenderPass { private PostProcessData m_PostProcessData; private RenderTargetHandle m_Source; private RenderTargetHandle m_Destination; public CustomPostProcessPass(RenderPassEvent renderPassEvent, PostProcessData postProcessData) { this.renderPassEvent = renderPassEvent; m_PostProcessData = postProcessData; m_Source.Init("_PostProcessSource"); m_Destination.Init("_PostProcessDest"); } public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) { ConfigureTarget(m_Destination.Identifier(), BuiltinRenderTextureType.None); ConfigureClear(ClearFlag.None, Color.black); } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { if (renderingData.cameraData.postProcessEnabled) { } } public override void FrameCleanup(ref RenderingData renderingData) { } }
|