本文整理汇总了C#中UnityEngine.Rendering.CommandBuffer.DrawMesh方法的典型用法代码示例。如果您正苦于以下问题:C# CommandBuffer.DrawMesh方法的具体用法?C# CommandBuffer.DrawMesh怎么用?C# CommandBuffer.DrawMesh使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类UnityEngine.Rendering.CommandBuffer
的用法示例。
在下文中一共展示了CommandBuffer.DrawMesh方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: OnPreRender
void OnPreRender()
{
var cam = GetComponent<Camera>();
if (m_material == null)
{
m_material = new Material(m_shader);
}
if (m_commands == null)
{
m_commands = new CommandBuffer();
m_commands.name = "ClearForwardGBuffer";
m_commands.DrawMesh(m_quad, Matrix4x4.identity, m_material);
cam.AddCommandBuffer(CameraEvent.AfterFinalPass, m_commands);
}
m_material.SetColor("_ClearColor", cam.backgroundColor);
}
示例2: RenderVectors
internal override void RenderVectors(Camera camera, CommandBuffer renderCB, float scale, Quality quality)
{
if (this.m_initialized && !this.m_error && this.m_renderer.isVisible)
{
bool flag = (this.m_owner.Instance.CullingMask & 1 << this.m_obj.gameObject.layer) != 0;
int num = (!flag) ? 255 : this.m_owner.Instance.GenerateObjectId(this.m_obj.gameObject);
Vector3[] vertices = this.m_cloth.vertices;
for (int i = 0; i < this.m_targetVertexCount; i++)
{
this.m_currVertices[i] = vertices[this.m_targetRemap[i]];
}
if (this.m_starting || !this.m_wasVisible)
{
Array.Copy(this.m_currVertices, this.m_prevVertices, this.m_targetVertexCount);
}
this.m_clonedMesh.vertices = this.m_currVertices;
this.m_clonedMesh.normals = this.m_prevVertices;
Matrix4x4 value;
if (this.m_obj.FixedStep)
{
value = this.m_owner.PrevViewProjMatrixRT * this.m_currLocalToWorld;
}
else
{
value = this.m_owner.PrevViewProjMatrixRT * this.m_prevLocalToWorld;
}
renderCB.SetGlobalMatrix("_AM_MATRIX_PREV_MVP", value);
renderCB.SetGlobalFloat("_AM_OBJECT_ID", (float)num * 0.003921569f);
renderCB.SetGlobalFloat("_AM_MOTION_SCALE", (!flag) ? 0f : scale);
int num2 = (quality != Quality.Mobile) ? 2 : 0;
for (int j = 0; j < this.m_sharedMaterials.Length; j++)
{
MotionState.MaterialDesc materialDesc = this.m_sharedMaterials[j];
int shaderPass = num2 + ((!materialDesc.coverage) ? 0 : 1);
if (materialDesc.coverage)
{
Texture mainTexture = materialDesc.material.mainTexture;
if (mainTexture != null)
{
materialDesc.propertyBlock.SetTexture("_MainTex", mainTexture);
}
if (materialDesc.cutoff)
{
materialDesc.propertyBlock.SetFloat("_Cutoff", materialDesc.material.GetFloat("_Cutoff"));
}
}
renderCB.DrawMesh(this.m_clonedMesh, this.m_currLocalToWorld, this.m_owner.Instance.ClothVectorsMaterial, j, shaderPass, materialDesc.propertyBlock);
}
}
}
示例3: InitializeContext
void InitializeContext()
{
m_num_video_frames = 0;
// initialize scratch buffer
UpdateScratchBuffer();
// initialize context and stream
{
fcAPI.fcGifConfig conf;
conf.width = m_scratch_buffer.width;
conf.height = m_scratch_buffer.height;
conf.num_colors = Mathf.Clamp(m_numColors, 1, 256);
conf.max_active_tasks = 0;
m_ctx = fcAPI.fcGifCreateContext(ref conf);
}
// initialize command buffer
{
int tid = Shader.PropertyToID("_TmpFrameBuffer");
m_cb = new CommandBuffer();
m_cb.name = "GifRecorder: copy frame buffer";
m_cb.GetTemporaryRT(tid, -1, -1, 0, FilterMode.Bilinear);
m_cb.Blit(BuiltinRenderTextureType.CurrentActive, tid);
m_cb.SetRenderTarget(m_scratch_buffer);
m_cb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 0);
m_cb.ReleaseTemporaryRT(tid);
}
}
示例4: OnWillRenderObject
// Whenever any camera will render us, add a command buffer to do the work on it
public void OnWillRenderObject() { // REQUIRES THIS OBJ TO HAVE MESHRENDERER COMPONENT!!!!
var act = gameObject.activeInHierarchy && enabled;
if (!act) {
Cleanup();
return;
}
var cam = Camera.current;
if (!cam)
return;
CommandBuffer buf = null; // clear CommandBuffer... why does this have to be done every frame?
// Did we already add the command buffer on this camera? Nothing to do then.
if (m_Cameras.ContainsKey(cam))
return;
//if (!m_Material) {
// m_Material = new Material(m_BlurShader);
// m_Material.hideFlags = HideFlags.HideAndDontSave; // not sure what this does -- prevents garbage collection??
//}
buf = new CommandBuffer();
buf.name = "TestDrawProcedural";
m_Cameras[cam] = buf; // fill in dictionary entry for this Camera
// START!!!
// Canvas First:
canvasMaterial.SetColor("_Color", Color.gray); // initialize canvas
canvasMaterial.SetTexture("_DepthTex", canvasDepthTex);
canvasMaterial.SetFloat("_MaxDepth", 1.0f);
// Create RenderTargets:
int colorReadID = Shader.PropertyToID("_ColorTextureRead");
int colorWriteID = Shader.PropertyToID("_ColorTextureWrite");
int depthReadID = Shader.PropertyToID("_DepthTextureRead");
int depthWriteID = Shader.PropertyToID("_DepthTextureWrite");
buf.GetTemporaryRT(colorReadID, -1, -1, 0, FilterMode.Bilinear);
buf.GetTemporaryRT(colorWriteID, -1, -1, 0, FilterMode.Bilinear);
buf.GetTemporaryRT(depthReadID, -1, -1, 0, FilterMode.Bilinear);
buf.GetTemporaryRT(depthWriteID, -1, -1, 0, FilterMode.Bilinear);
RenderTargetIdentifier[] mrt = { colorWriteID, depthWriteID }; // Define multipleRenderTarget so I can render to color AND depth
buf.SetRenderTarget(mrt, BuiltinRenderTextureType.CameraTarget); // Set render Targets
buf.ClearRenderTarget(true, true, Color.white, 1.0f); // clear -- needed???
buf.DrawMesh(CreateFullscreenQuad(mainCam), Matrix4x4.identity, canvasMaterial); // Write into canvas Color & Depth buffers
// Copy results into Read buffers for next pass:
buf.Blit(colorWriteID, colorReadID);
buf.Blit(depthWriteID, depthReadID);
// Gesso/Primer Pass:
gessoMaterial.SetPass(0);
gessoMaterial.SetColor("_Color", new Color(0.19f, 0.192f, 0.194f, 1.0f));
buf.SetGlobalTexture("_ColorReadTex", colorReadID);
buf.SetGlobalTexture("_DepthReadTex", depthReadID);
buf.SetRenderTarget(mrt, BuiltinRenderTextureType.CameraTarget); // Set render Targets
buf.DrawMesh(CreateFullscreenQuad(mainCam), Matrix4x4.identity, gessoMaterial);
// Copy results into Read buffers for next pass:
buf.Blit(colorWriteID, colorReadID);
buf.Blit(depthWriteID, depthReadID);
// MAIN BRUSHSTROKE CONTENTS PASS!!!:
strokeMaterial.SetPass(0);
strokeMaterial.SetColor("_Color", brushStrokeColor);
strokeMaterial.SetVector("_Size", size);
strokeMaterial.SetBuffer("strokeDataBuffer", strokeBuffer);
strokeMaterial.SetBuffer("quadPointsBuffer", quadPointsBuffer);
buf.SetGlobalTexture("_ColorReadTex", colorReadID);
buf.SetGlobalTexture("_DepthReadTex", depthReadID);
buf.SetRenderTarget(colorWriteID);
buf.SetGlobalTexture("_FrameBufferTexture", BuiltinRenderTextureType.CameraTarget); // Copy the Contents of FrameBuffer into brushstroke material so it knows what color it should be
buf.DrawProcedural(Matrix4x4.identity, strokeMaterial, 0, MeshTopology.Triangles, 6, strokeBuffer.count); // Apply brushstrokes
// DISPLAY TO SCREEN:
buf.Blit(colorWriteID, BuiltinRenderTextureType.CameraTarget); // copy canvas target into main displayTarget so it is what the player sees
// apply the commandBuffer
cam.AddCommandBuffer(CameraEvent.AfterFinalPass, buf);
//buf.SetRenderTarget(canvasRT);
//buf.ClearRenderTarget(true, true, Color.black, 1.0f);
//int canvasID = Shader.PropertyToID("_CanvasTexture");
//int tempID = Shader.PropertyToID("_TempTexture");
//buf.GetTemporaryRT(canvasID, -1, -1, 0, FilterMode.Bilinear); // Create a Temporary RenderTarget for the "canvas"
//buf.GetTemporaryRT(tempID, -1, -1, 0, FilterMode.Bilinear); // Create a Temporary RenderTarget for the "canvas"
//buf.SetRenderTarget(canvasID); // Set commandBuffer target to this "canvas" so the DrawProcedural will apply to this
//buf.ClearRenderTarget(true, true, Color.white, 1.0f); // Clear the target each frame and rebuild
//buf.Blit(canvasID, tempID); // copy into temporary buffer
//buf.Blit(tempID, canvasID, gessoBlitMaterial); // copy back into renderTarget, apply Gesso Primer
//buf.SetGlobalTexture("_FrameBufferTexture", BuiltinRenderTextureType.CameraTarget); // Copy the Contents of FrameBuffer into brushstroke material so it knows what color it should be
//buf.DrawProcedural(Matrix4x4.identity, strokeMaterial, 0, MeshTopology.Triangles, 6, strokeBuffer.count); // Apply brushstrokes
// MRT example:
//RenderTargetIdentifier[] mrt = { BuiltinRenderTextureType.GBuffer0, BuiltinRenderTextureType.GBuffer2 };
//buf.SetRenderTarget(mrt, BuiltinRenderTextureType.CameraTarget);
//buf.Blit(canvasID, BuiltinRenderTextureType.CameraTarget); // copy canvas target into main displayTarget so it is what the player sees
//.........这里部分代码省略.........
示例5: InitializeContext
void InitializeContext()
{
m_num_video_frames = 0;
// initialize scratch buffer
UpdateScratchBuffer();
// initialize context and stream
{
fcAPI.fcGifConfig conf;
conf.width = m_scratch_buffer.width;
conf.height = m_scratch_buffer.height;
conf.num_colors = Mathf.Clamp(m_numColors, 1, 256);
conf.max_active_tasks = 0;
m_ctx = fcAPI.fcGifCreateContext(ref conf);
}
// initialize command buffer
{
m_cb = new CommandBuffer();
m_cb.name = "GifOffscreenRecorder: copy frame buffer";
m_cb.SetRenderTarget(m_scratch_buffer);
m_cb.SetGlobalTexture("_TmpRenderTarget", m_target);
m_cb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 3);
}
}
示例6: OnRenderObject
void OnRenderObject()
{
// We have to use command buffers instead of Graphics.DrawMesh because of strange depth issues that I am experiencing
// with Graphics.Drawmesh (perhaps Graphics.DrawMesh is called before all opaque objects are rendered?)
var act = gameObject.activeInHierarchy && enabled;
if (!act)
{
Cleanup();
return;
}
// If _SelectableMesh == null there is a crash in Unity 5.4 beta (apparently you can't pass null to CommandBuffer::DrawMesh now).
if (!_SelectableMesh || !GroundMaterial)
return;
var cam = Camera.current;
if (!cam || cam.cameraType == CameraType.Preview || ((1 << gameObject.layer) & Camera.current.cullingMask) == 0)
return;
CommandBuffer buf = null;
if (cameras.ContainsKey(cam))
return;
buf = new CommandBuffer();
// Note: Mesh is drawn slightly pushed upwards to avoid z-fighting issues
buf.DrawMesh(_SelectableMesh, Matrix4x4.TRS(Vector3.up * 0.005f, Quaternion.identity, Vector3.one), GroundMaterial, 0);
cameras[cam] = buf;
cam.AddCommandBuffer(CameraEvent.AfterForwardOpaque, buf);
}
示例7: RenderVectors
internal override void RenderVectors( Camera camera, CommandBuffer renderCB, float scale, AmplifyMotion.Quality quality )
{
if ( m_initialized && !m_error && m_renderer.isVisible )
{
Profiler.BeginSample( "Skinned.Update" );
if ( !m_useFallback )
{
if ( !m_useGPU )
WaitForAsyncUpdate();
}
Profiler.EndSample();
Profiler.BeginSample( "Skinned.Render" );
if ( !m_useGPU )
{
if ( !m_useFallback )
m_clonedMesh.vertices = m_currVertices;
m_clonedMesh.normals = m_prevVertices;
}
const float rcp255 = 1 / 255.0f;
bool mask = ( m_owner.Instance.CullingMask & ( 1 << m_obj.gameObject.layer ) ) != 0;
int objectId = mask ? m_owner.Instance.GenerateObjectId( m_obj.gameObject ) : 255;
Matrix4x4 prevModelViewProj;
if ( m_obj.FixedStep )
prevModelViewProj = m_owner.PrevViewProjMatrixRT * m_currLocalToWorld;
else
prevModelViewProj = m_owner.PrevViewProjMatrixRT * m_prevLocalToWorld;
renderCB.SetGlobalMatrix( "_AM_MATRIX_PREV_MVP", prevModelViewProj );
renderCB.SetGlobalFloat( "_AM_OBJECT_ID", objectId * rcp255 );
renderCB.SetGlobalFloat( "_AM_MOTION_SCALE", mask ? scale : 0 );
if ( m_useGPU )
{
#if !UNITY_4
Vector4 vertexTexelSize = new Vector4( 1.0f / m_gpuVertexTexWidth, 1.0f / m_gpuVertexTexHeight, m_gpuVertexTexWidth, m_gpuVertexTexHeight );
renderCB.SetGlobalVector( "_AM_VERTEX_TEXEL_SIZE", vertexTexelSize );
renderCB.SetGlobalVector( "_AM_VERTEX_TEXEL_HALFSIZE", vertexTexelSize * 0.5f );
renderCB.SetGlobalTexture( "_AM_PREV_VERTEX_TEX", m_gpuPrevVertices );
renderCB.SetGlobalTexture( "_AM_CURR_VERTEX_TEX", m_gpuCurrVertices );
#endif
}
int hardwarePass = m_useGPU ? 4 : 0;
int qualityPass = ( quality == AmplifyMotion.Quality.Mobile ) ? 0 : 2;
int basePass = hardwarePass + qualityPass;
for ( int i = 0; i < m_sharedMaterials.Length; i++ )
{
MaterialDesc matDesc = m_sharedMaterials[ i ];
int pass = basePass + ( matDesc.coverage ? 1 : 0 );
if ( matDesc.coverage )
{
Texture mainTex = matDesc.material.mainTexture;
if ( mainTex != null )
matDesc.propertyBlock.SetTexture( "_MainTex", mainTex );
if ( matDesc.cutoff )
matDesc.propertyBlock.SetFloat( "_Cutoff", matDesc.material.GetFloat( "_Cutoff" ) );
}
renderCB.DrawMesh( m_clonedMesh, m_currLocalToWorld, m_owner.Instance.SkinnedVectorsMaterial, i, pass, matDesc.propertyBlock );
}
Profiler.EndSample();
}
}
示例8: OnEnable
void OnEnable()
{
m_outputDir.CreateDirectory();
m_quad = FrameCapturerUtils.CreateFullscreenQuad();
m_mat_copy = new Material(m_shCopy);
// initialize exr context
fcAPI.fcExrConfig conf = fcAPI.fcExrConfig.default_value;
m_ctx = fcAPI.fcExrCreateContext(ref conf);
// initialize render targets
m_scratch_buffers = new RenderTexture[m_targets.Length];
for (int i = 0; i < m_scratch_buffers.Length; ++i)
{
var rt = m_targets[i];
m_scratch_buffers[i] = new RenderTexture(rt.width, rt.height, 0, rt.format);
m_scratch_buffers[i].Create();
}
// initialize command buffers
{
m_cb_copy = new CommandBuffer();
m_cb_copy.name = "PngOffscreenRecorder: Copy";
for (int i = 0; i < m_targets.Length; ++i)
{
m_cb_copy.SetRenderTarget(m_scratch_buffers[i]);
m_cb_copy.SetGlobalTexture("_TmpRenderTarget", m_targets[i]);
m_cb_copy.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 3);
}
}
}
示例9: drawSlefMat
private void drawSlefMat(CommandBuffer buf, OverrideEye eyeObj, int pass)
{
if(eyeObj.Mr != null)
{
MeshFilter _mf = eyeObj.GetComponent<MeshFilter>();
for(int _i = 0; _i < _mf.sharedMesh.subMeshCount; ++_i)
{
buf.DrawMesh(_mf.sharedMesh, eyeObj.gameObject.transform.localToWorldMatrix, eyeObj.Materials[_i], _i, pass);
}
}
else if(eyeObj.SkinMr != null)
{
for(int _i = 0; _i < eyeObj.SkinMr.sharedMesh.subMeshCount; ++_i)
{
eyeObj.Materials[_i].EnableKeyword("DIRLIGHTMAP_OFF");
eyeObj.Materials[_i].EnableKeyword("DYNAMICLIGHTMAP_OFF");
buf.DrawRenderer(eyeObj.SkinMr, eyeObj.Materials[_i], _i, pass);
}
}
}
示例10: drawOverrideEyeMat
private void drawOverrideEyeMat(CommandBuffer buf, OverrideEye eyeObj, int pass)
{
if(eyeObj.Mr != null)
{
MeshFilter _mf = eyeObj.GetComponent<MeshFilter>();
for(int _i = 0; _i < _mf.sharedMesh.subMeshCount; ++_i)
{
buf.DrawMesh(_mf.sharedMesh, eyeObj.gameObject.transform.localToWorldMatrix, this.m_overrideEyeMat, _i, pass);
}
}
else if(eyeObj.SkinMr != null)
{
for(int _i = 0; _i < eyeObj.SkinMr.sharedMesh.subMeshCount; ++_i)
{
buf.DrawRenderer(eyeObj.SkinMr, this.m_overrideEyeMat, _i, pass);
}
}
}
示例11: OnPreRender
void OnPreRender()
{
m_material.SetInt("g_frame", Time.frameCount);
m_material.SetInt("g_hdr", m_camera.hdr ? 1 : 0);
m_material.SetInt("g_scene", m_scene);
m_material.SetInt("g_enable_adaptive", m_enable_adaptive ? 1 : 0);
m_material.SetInt("g_enable_temporal", m_enable_temporal ? 1 : 0);
m_material.SetInt("g_enable_glowline", m_enable_glowline ? 1 : 0);
RenderSettings.fogColor = m_fog_color;
if (m_quad == null)
{
m_quad = RaymarcherUtils.GenerateQuad();
}
if (m_detailed_quad == null)
{
m_detailed_quad = RaymarcherUtils.GenerateDetailedQuad();
}
bool need_to_reflesh_command_buffer = false;
Vector2 reso = new Vector2(m_camera.pixelWidth, m_camera.pixelHeight);
if(m_resolution_prev!=reso)
{
m_resolution_prev = reso;
need_to_reflesh_command_buffer = true;
}
if (m_enable_adaptive_prev != m_enable_adaptive)
{
m_enable_adaptive_prev = m_enable_adaptive;
need_to_reflesh_command_buffer = true;
}
if (m_dbg_show_steps_prev != m_dbg_show_steps)
{
m_dbg_show_steps_prev = m_dbg_show_steps;
need_to_reflesh_command_buffer = true;
}
if (need_to_reflesh_command_buffer)
{
need_to_reflesh_command_buffer = false;
ClearCommandBuffer();
}
if (m_cb_raymarch==null)
{
if (m_enable_adaptive)
{
RenderTargetIdentifier[] rt;
m_cb_prepass = new CommandBuffer();
m_cb_prepass.name = "Raymarcher Adaptive PrePass";
int odepth = Shader.PropertyToID("ODepth");
int odepth_prev = Shader.PropertyToID("ODepthPrev");
int ovelocity = Shader.PropertyToID("OVelocity");
int qdepth = Shader.PropertyToID("QDepth");
int qdepth_prev = Shader.PropertyToID("QDepthPrev");
int hdepth = Shader.PropertyToID("HDepth");
int hdepth_prev = Shader.PropertyToID("HDepthPrev");
int adepth = Shader.PropertyToID("ADepth");
int adepth_prev = Shader.PropertyToID("ADepthPrev");
m_cb_prepass.GetTemporaryRT(odepth, m_camera.pixelWidth / 8, m_camera.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RFloat);
m_cb_prepass.GetTemporaryRT(odepth_prev,m_camera.pixelWidth / 8, m_camera.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RFloat);
m_cb_prepass.GetTemporaryRT(ovelocity, m_camera.pixelWidth / 8, m_camera.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RHalf);
m_cb_prepass.GetTemporaryRT(qdepth, m_camera.pixelWidth / 4, m_camera.pixelHeight / 4, 0, FilterMode.Point, RenderTextureFormat.RFloat);
m_cb_prepass.GetTemporaryRT(qdepth_prev,m_camera.pixelWidth / 4, m_camera.pixelHeight / 4, 0, FilterMode.Point, RenderTextureFormat.RFloat);
m_cb_prepass.GetTemporaryRT(hdepth, m_camera.pixelWidth / 2, m_camera.pixelHeight / 2, 0, FilterMode.Point, RenderTextureFormat.RFloat);
m_cb_prepass.GetTemporaryRT(hdepth_prev,m_camera.pixelWidth / 2, m_camera.pixelHeight / 2, 0, FilterMode.Point, RenderTextureFormat.RFloat);
m_cb_prepass.GetTemporaryRT(adepth, m_camera.pixelWidth / 1, m_camera.pixelHeight / 1, 0, FilterMode.Point, RenderTextureFormat.RFloat);
m_cb_prepass.GetTemporaryRT(adepth_prev,m_camera.pixelWidth / 1, m_camera.pixelHeight / 1, 0, FilterMode.Point, RenderTextureFormat.RFloat);
rt = new RenderTargetIdentifier[2] { odepth, ovelocity };
m_cb_prepass.SetGlobalTexture("g_depth_prev", odepth_prev);
m_cb_prepass.SetRenderTarget(rt, odepth);
m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 1);
m_cb_prepass.Blit(odepth, odepth_prev);
m_cb_prepass.SetGlobalTexture("g_velocity", ovelocity);
m_cb_prepass.SetRenderTarget(qdepth);
m_cb_prepass.SetGlobalTexture("g_depth", odepth);
m_cb_prepass.SetGlobalTexture("g_depth_prev", qdepth_prev);
m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 2);
m_cb_prepass.Blit(qdepth, qdepth_prev);
m_cb_prepass.SetRenderTarget(hdepth);
m_cb_prepass.SetGlobalTexture("g_depth", qdepth);
m_cb_prepass.SetGlobalTexture("g_depth_prev", hdepth_prev);
m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_material, 0, 3);
m_cb_prepass.Blit(hdepth, hdepth_prev);
m_cb_prepass.SetRenderTarget(adepth);
m_cb_prepass.SetGlobalTexture("g_depth", hdepth);
m_cb_prepass.SetGlobalTexture("g_depth_prev", adepth_prev);
//.........这里部分代码省略.........
示例12: RenderVectors
internal override void RenderVectors( Camera camera, CommandBuffer renderCB, float scale, AmplifyMotion.Quality quality )
{
if ( m_initialized && !m_error && m_meshRenderer.isVisible )
{
Profiler.BeginSample( "Solid.Render" );
bool mask = ( m_owner.Instance.CullingMask & ( 1 << m_obj.gameObject.layer ) ) != 0;
if ( !mask || ( mask && m_moved ) )
{
const float rcp255 = 1 / 255.0f;
int objectId = mask ? m_owner.Instance.GenerateObjectId( m_obj.gameObject ) : 255;
Matrix4x4 prevModelViewProj;
if ( m_obj.FixedStep )
prevModelViewProj = m_owner.PrevViewProjMatrixRT * m_currLocalToWorld;
else
prevModelViewProj = m_owner.PrevViewProjMatrixRT * m_prevLocalToWorld;
renderCB.SetGlobalMatrix( "_AM_MATRIX_PREV_MVP", prevModelViewProj );
renderCB.SetGlobalFloat( "_AM_OBJECT_ID", objectId * rcp255 );
renderCB.SetGlobalFloat( "_AM_MOTION_SCALE", mask ? scale : 0 );
// TODO: cache property blocks
int qualityPass = ( quality == AmplifyMotion.Quality.Mobile ) ? 0 : 2;
for ( int i = 0; i < m_sharedMaterials.Length; i++ )
{
MaterialDesc matDesc = m_sharedMaterials[ i ];
int pass = qualityPass + ( matDesc.coverage ? 1 : 0 );
if ( matDesc.coverage )
{
Texture mainTex = matDesc.material.mainTexture;
if ( mainTex != null )
matDesc.propertyBlock.SetTexture( "_MainTex", mainTex );
if ( matDesc.cutoff )
matDesc.propertyBlock.SetFloat( "_Cutoff", matDesc.material.GetFloat( "_Cutoff" ) );
}
renderCB.DrawMesh( m_mesh, m_transform.localToWorldMatrix, m_owner.Instance.SolidVectorsMaterial, i, pass, matDesc.propertyBlock );
}
}
Profiler.EndSample();
}
}
示例13: InitializeContext
void InitializeContext()
{
m_num_video_frames = 0;
// initialize scratch buffer
UpdateScratchBuffer();
// initialize context and stream
{
m_mp4conf = fcAPI.fcMP4Config.default_value;
m_mp4conf.video = m_captureVideo;
m_mp4conf.audio = m_captureAudio;
m_mp4conf.video_width = m_scratch_buffer.width;
m_mp4conf.video_height = m_scratch_buffer.height;
m_mp4conf.video_max_framerate = 60;
m_mp4conf.video_bitrate = m_videoBitrate;
m_mp4conf.audio_bitrate = m_audioBitrate;
m_mp4conf.audio_sampling_rate = AudioSettings.outputSampleRate;
m_mp4conf.audio_num_channels = fcAPI.fcGetNumAudioChannels();
m_ctx = fcAPI.fcMP4CreateContext(ref m_mp4conf);
m_output_file = DateTime.Now.ToString("yyyyMMdd_HHmmss") + ".mp4";
m_ostream = fcAPI.fcCreateFileStream(GetOutputPath());
fcAPI.fcMP4AddOutputStream(m_ctx, m_ostream);
}
// initialize command buffer
{
m_cb = new CommandBuffer();
m_cb.name = "MP4OffscreenRecorder: copy frame buffer";
m_cb.SetRenderTarget(m_scratch_buffer);
m_cb.SetGlobalTexture("_TmpRenderTarget", m_target);
m_cb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 3);
}
}
示例14: OnEnable
void OnEnable()
{
OnDisable();
var camera = GetComponent<Camera>();
commandBuffer = new CommandBuffer();
commandBuffer.name = "SkyMesh";
commandBuffer.SetRenderTarget(BuiltinRenderTextureType.CameraTarget);
var matrix = Matrix4x4.TRS(m_position, Quaternion.Euler(m_rotation), m_scale);
commandBuffer.DrawMesh(m_mesh, matrix, m_material);
camera.AddCommandBuffer(m_cameraEvent, commandBuffer);
lastCameraEvent = m_cameraEvent;
}
示例15: OnEnable
void OnEnable()
{
m_outputDir.CreateDirectory();
m_quad = FrameCapturerUtils.CreateFullscreenQuad();
m_mat_copy = new Material(m_shCopy);
var cam = GetComponent<Camera>();
if (cam.targetTexture != null)
{
m_mat_copy.EnableKeyword("OFFSCREEN");
}
#if UNITY_EDITOR
if (m_captureGBuffer && !FrameCapturerUtils.IsRenderingPathDeferred(cam))
{
Debug.LogWarning("PngRecorder: Rendering Path must be deferred to use Capture GBuffer mode.");
m_captureGBuffer = false;
}
#endif // UNITY_EDITOR
// initialize png context
fcAPI.fcPngConfig conf = fcAPI.fcPngConfig.default_value;
m_ctx = fcAPI.fcPngCreateContext(ref conf);
// initialize render targets
{
m_frame_buffer = new RenderTexture(cam.pixelWidth, cam.pixelHeight, 0, RenderTextureFormat.ARGBHalf);
m_frame_buffer.wrapMode = TextureWrapMode.Repeat;
m_frame_buffer.Create();
var formats = new RenderTextureFormat[7] {
RenderTextureFormat.ARGBHalf, // albedo (RGB)
RenderTextureFormat.RHalf, // occlusion (R)
RenderTextureFormat.ARGBHalf, // specular (RGB)
RenderTextureFormat.RHalf, // smoothness (R)
RenderTextureFormat.ARGBHalf, // normal (RGB)
RenderTextureFormat.ARGBHalf, // emission (RGB)
RenderTextureFormat.RHalf, // depth (R)
};
m_gbuffer = new RenderTexture[7];
for (int i = 0; i < m_gbuffer.Length; ++i)
{
// last one is depth (1 channel)
m_gbuffer[i] = new RenderTexture(cam.pixelWidth, cam.pixelHeight, 0, formats[i]);
m_gbuffer[i].filterMode = FilterMode.Point;
m_gbuffer[i].Create();
}
}
// initialize command buffers
{
int tid = Shader.PropertyToID("_TmpFrameBuffer");
m_cb_copy_fb = new CommandBuffer();
m_cb_copy_fb.name = "PngRecorder: Copy FrameBuffer";
m_cb_copy_fb.GetTemporaryRT(tid, -1, -1, 0, FilterMode.Point);
m_cb_copy_fb.Blit(BuiltinRenderTextureType.CurrentActive, tid);
m_cb_copy_fb.SetRenderTarget(m_frame_buffer);
m_cb_copy_fb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 0);
m_cb_copy_fb.ReleaseTemporaryRT(tid);
m_cb_copy_gb = new CommandBuffer();
m_cb_copy_gb.name = "PngRecorder: Copy G-Buffer";
m_cb_copy_gb.SetRenderTarget(
new RenderTargetIdentifier[] { m_gbuffer[0], m_gbuffer[1], m_gbuffer[2], m_gbuffer[3] }, m_gbuffer[0]);
m_cb_copy_gb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 4);
m_cb_copy_gb.SetRenderTarget(
new RenderTargetIdentifier[] { m_gbuffer[4], m_gbuffer[5], m_gbuffer[6], m_gbuffer[3] }, m_gbuffer[0]);
m_cb_copy_gb.DrawMesh(m_quad, Matrix4x4.identity, m_mat_copy, 0, 5);
}
}