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C# CommandBuffer.GetTemporaryRT方法代码示例

本文整理汇总了C#中UnityEngine.Rendering.CommandBuffer.GetTemporaryRT方法的典型用法代码示例。如果您正苦于以下问题:C# CommandBuffer.GetTemporaryRT方法的具体用法?C# CommandBuffer.GetTemporaryRT怎么用?C# CommandBuffer.GetTemporaryRT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UnityEngine.Rendering.CommandBuffer的用法示例。


在下文中一共展示了CommandBuffer.GetTemporaryRT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: OnWillRenderObject

	// Whenever any camera will render us, add a command buffer to do the work on it
	public void OnWillRenderObject()
	{
		var act = gameObject.activeInHierarchy && enabled;
		if (!act)
		{
			Cleanup();
			return;
		}

		var cam = Camera.current;
		if (!cam)
			return;

		CommandBuffer buf = null;
		// 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;
		}

		buf = new CommandBuffer();
		buf.name = "Grab screen and blur";
		m_Cameras[cam] = buf;

		// copy screen into temporary RT
		int screenCopyID = Shader.PropertyToID("_ScreenCopyTexture");
		buf.GetTemporaryRT (screenCopyID, -1, -1, 0, FilterMode.Bilinear);
		buf.Blit (BuiltinRenderTextureType.CurrentActive, screenCopyID);

		// get two smaller RTs
		int blurredID = Shader.PropertyToID("_Temp1");
		int blurredID2 = Shader.PropertyToID("_Temp2");
		buf.GetTemporaryRT (blurredID, -2, -2, 0, FilterMode.Bilinear);
		buf.GetTemporaryRT (blurredID2, -2, -2, 0, FilterMode.Bilinear);

		// downsample screen copy into smaller RT, release screen RT
		buf.Blit (screenCopyID, blurredID);
		buf.ReleaseTemporaryRT (screenCopyID);

		// horizontal blur
		buf.SetGlobalVector("offsets", new Vector4(2.0f/Screen.width,0,0,0));
		buf.Blit (blurredID, blurredID2, m_Material);
		// vertical blur
		buf.SetGlobalVector("offsets", new Vector4(0,2.0f/Screen.height,0,0));
		buf.Blit (blurredID2, blurredID, m_Material);
		// horizontal blur
		buf.SetGlobalVector("offsets", new Vector4(4.0f/Screen.width,0,0,0));
		buf.Blit (blurredID, blurredID2, m_Material);
		// vertical blur
		buf.SetGlobalVector("offsets", new Vector4(0,4.0f/Screen.height,0,0));
		buf.Blit (blurredID2, blurredID, m_Material);

		buf.SetGlobalTexture("_GrabBlurTexture", blurredID);

		cam.AddCommandBuffer (CameraEvent.AfterSkybox, buf);
	}
开发者ID:rbrt,项目名称:Animations,代码行数:61,代码来源:CommandBufferBlurRefraction.cs

示例2: Awake

    private void Awake() {
        int lowResRenderTarget = Shader.PropertyToID("_LowResRenderTarget");

        CommandBuffer cb = new CommandBuffer();

        cb.GetTemporaryRT(lowResRenderTarget, this.width, this.height, 0, FilterMode.Trilinear, RenderTextureFormat.ARGB32);

        // Blit the low-res texture into itself, to re-draw it with the current material
        cb.Blit(lowResRenderTarget, lowResRenderTarget, this.material);

        // Blit the low-res texture into the camera's target render texture, effectively rendering it to the entire screen
        cb.Blit(lowResRenderTarget, BuiltinRenderTextureType.CameraTarget);

        cb.ReleaseTemporaryRT(lowResRenderTarget);

        // Tell the camera to execute our CommandBuffer before the forward opaque pass - that is, just before normal geometry starts rendering
        this.GetComponent<Camera>().AddCommandBuffer(CameraEvent.BeforeForwardOpaque, cb);
    }
开发者ID:apsdsm,项目名称:spacegame,代码行数:18,代码来源:RayMarchCommandBuffer.cs

示例3: 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
            {
                int tid = Shader.PropertyToID("_TmpFrameBuffer");
                m_cb = new CommandBuffer();
                m_cb.name = "MP4Recorder: 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);
            }
        }
开发者ID:ClintChil,项目名称:FrameCapturer,代码行数:38,代码来源:MP4Recorder.cs

示例4: UpdateCommandBuffer

    void UpdateCommandBuffer()
    {
        var cam = GetComponent<Camera>();

        RenderSettings.fogColor = m_fog_color;

        if (m_quad == null)
        {
            m_quad = RaymarcherUtils.GenerateQuad();
        }

        bool reflesh_command_buffer = false;

        Vector2 reso = new Vector2(cam.pixelWidth, cam.pixelHeight);
        if(m_resolution_prev!=reso)
        {
            m_resolution_prev = reso;
            reflesh_command_buffer = true;
        }

        if (m_enable_adaptive_prev != m_enable_adaptive)
        {
            m_enable_adaptive_prev = m_enable_adaptive;
            reflesh_command_buffer = true;
        }
        if (m_dbg_show_steps_prev != m_dbg_show_steps)
        {
            m_dbg_show_steps_prev = m_dbg_show_steps;
            reflesh_command_buffer = true;
        }

        if (reflesh_command_buffer)
        {
            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,     cam.pixelWidth / 8, cam.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(odepth_prev,cam.pixelWidth / 8, cam.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(ovelocity,  cam.pixelWidth / 8, cam.pixelHeight / 8, 0, FilterMode.Point, RenderTextureFormat.RHalf);
                m_cb_prepass.GetTemporaryRT(qdepth,     cam.pixelWidth / 4, cam.pixelHeight / 4, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(qdepth_prev,cam.pixelWidth / 4, cam.pixelHeight / 4, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(hdepth,     cam.pixelWidth / 2, cam.pixelHeight / 2, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(hdepth_prev,cam.pixelWidth / 2, cam.pixelHeight / 2, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(adepth,     cam.pixelWidth / 1, cam.pixelHeight / 1, 0, FilterMode.Point, RenderTextureFormat.RFloat);
                m_cb_prepass.GetTemporaryRT(adepth_prev,cam.pixelWidth / 1, cam.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_internal_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_internal_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_internal_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);
                m_cb_prepass.DrawMesh(m_quad, Matrix4x4.identity, m_internal_material, 0, 4);

                m_cb_prepass.Blit(adepth, adepth_prev);
                m_cb_prepass.SetGlobalTexture("g_depth", adepth);

                cam.AddCommandBuffer(CameraEvent.BeforeGBuffer, m_cb_prepass);
            }

            m_cb_raymarch = new CommandBuffer();
//.........这里部分代码省略.........
开发者ID:stlck,项目名称:FractalTest,代码行数:101,代码来源:Raymarcher.cs

示例5: OnEnable

    void OnEnable()
    {
        System.IO.Directory.CreateDirectory(m_output_directory);
        m_cam = GetComponent<Camera>();
        m_quad = FrameCapturerUtils.CreateFullscreenQuad();
        m_mat_copy = new Material(m_sh_copy);
        if (m_cam.targetTexture != null)
        {
            m_mat_copy.EnableKeyword("OFFSCREEN");
        }

        if (m_capture_framebuffer)
        {
            int tid = Shader.PropertyToID("_TmpFrameBuffer");
            m_cb = new CommandBuffer();
            m_cb.name = "ExrCapturer: copy frame buffer";
            m_cb.GetTemporaryRT(tid, -1, -1, 0, FilterMode.Point);
            m_cb.Blit(BuiltinRenderTextureType.CurrentActive, tid);
            // tid は意図的に開放しない
            m_cam.AddCommandBuffer(CameraEvent.AfterEverything, m_cb);

            m_frame_buffer = new RenderTexture(m_cam.pixelWidth, m_cam.pixelHeight, 0, RenderTextureFormat.ARGBHalf);
            m_frame_buffer.wrapMode = TextureWrapMode.Repeat;
            m_frame_buffer.Create();
        }

        if (m_capture_gbuffer &&
            m_cam.renderingPath != RenderingPath.DeferredShading &&
            (m_cam.renderingPath == RenderingPath.UsePlayerSettings && PlayerSettings.renderingPath != RenderingPath.DeferredShading))
        {
            Debug.Log("ExrCapturer: Rendering path must be deferred to use capture_gbuffer mode.");
            m_capture_gbuffer = false;
        }
        if(m_capture_gbuffer)
        {
            m_gbuffer = new RenderTexture[4];
            m_rt_gbuffer = new RenderBuffer[4];
            for (int i = 0; i < m_gbuffer.Length; ++i)
            {
                m_gbuffer[i] = new RenderTexture(m_cam.pixelWidth, m_cam.pixelHeight, 0, RenderTextureFormat.ARGBHalf);
                m_gbuffer[i].filterMode = FilterMode.Point;
                m_gbuffer[i].Create();
                m_rt_gbuffer[i] = m_gbuffer[i].colorBuffer;
            }
            {
                RenderTextureFormat format = m_depth_format == DepthFormat.Half ? RenderTextureFormat.RHalf : RenderTextureFormat.RFloat;
                m_depth = new RenderTexture(m_cam.pixelWidth, m_cam.pixelHeight, 0, format);
                m_depth.filterMode = FilterMode.Point;
                m_depth.Create();
            }
        }

        FrameCapturer.fcExrConfig conf;
        conf.max_active_tasks = m_max_active_tasks;
        m_exr = FrameCapturer.fcExrCreateContext(ref conf);
    }
开发者ID:noa99kee,项目名称:FrameCapturer,代码行数:56,代码来源:ExrCapturer.cs

示例6: 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);
            }
        }
开发者ID:ClintChil,项目名称:FrameCapturer,代码行数:29,代码来源:GifRecorder.cs

示例7: 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.........
开发者ID:eaclou,项目名称:Master_CreatureTrainer01,代码行数:101,代码来源:PaintRenderMain01.cs

示例8: GenerateNormalBlurMaterialAndCommandBuffer

    private void GenerateNormalBlurMaterialAndCommandBuffer(int blurredNormalBuffer, int blurredNormalsBufferIdTemp,
        out Material blurMaterial, out CommandBuffer blurCommandBuffer) {
        blurMaterial = new Material(DeferredBlurredNormals);
        blurMaterial.hideFlags = HideFlags.HideAndDontSave;

        blurCommandBuffer = new CommandBuffer();
        blurCommandBuffer.name = c_normalBufferName;
        blurCommandBuffer.GetTemporaryRT(blurredNormalsBufferIdTemp, -1, -1, 0, FilterMode.Point,
            RenderTextureFormat.ARGB2101010);
        blurCommandBuffer.GetTemporaryRT(blurredNormalBuffer, -1, -1, 0, FilterMode.Point, RenderTextureFormat.ARGB2101010);

        blurCommandBuffer.Blit(BuiltinRenderTextureType.GBuffer2, blurredNormalsBufferIdTemp, blurMaterial, 0);
        blurCommandBuffer.Blit(blurredNormalsBufferIdTemp, blurredNormalBuffer, blurMaterial, 1);

        blurCommandBuffer.Blit(blurredNormalBuffer, blurredNormalsBufferIdTemp, blurMaterial, 0);
        blurCommandBuffer.Blit(blurredNormalsBufferIdTemp, blurredNormalBuffer, blurMaterial, 1);
    }
开发者ID:jharger,项目名称:globalgamejam2016,代码行数:17,代码来源:AlloyDeferredRendererPlus.cs

示例9: InitializeBuffers

    private void InitializeBuffers() {
        m_isScatteringEnabled = SkinSettings.Enabled;
        m_isTransmissionEnabled = TransmissionSettings.Enabled || m_isScatteringEnabled;

        if (SkinSettings.Lut == null) {
            SkinSettings.Lut = SkinLut;

#if UNITY_EDITOR
            EditorUtility.SetDirty(this);
#endif
        }

        if ((m_isTransmissionEnabled || m_isScatteringEnabled)
            && m_camera != null
            && DeferredTransmissionBlit != null
            && m_copyTransmission == null
            && m_releaseDeferredPlus == null) {
            int opacityBufferId = Shader.PropertyToID("_DeferredTransmissionBuffer");
            int blurredNormalsBufferIdTemp = Shader.PropertyToID("_DeferredBlurredNormalBufferTemp");
            int blurredNormalBuffer = Shader.PropertyToID("_DeferredBlurredNormalBuffer");

            m_deferredTransmissionBlitMaterial = new Material(DeferredTransmissionBlit);
            m_deferredTransmissionBlitMaterial.hideFlags = HideFlags.HideAndDontSave;

            // Copy Gbuffer emission buffer so we can get at the alpha channel for transmission.
            m_copyTransmission = new CommandBuffer();
            m_copyTransmission.name = c_copyTransmissionBufferName;
            m_copyTransmission.GetTemporaryRT(opacityBufferId, -1, -1, 0, FilterMode.Point, RenderTextureFormat.ARGB32);
            m_copyTransmission.Blit(BuiltinRenderTextureType.CameraTarget, opacityBufferId, m_deferredTransmissionBlitMaterial);

            // Blurred normals for skin
            if (m_isScatteringEnabled) {
                GenerateNormalBlurMaterialAndCommandBuffer(blurredNormalBuffer, blurredNormalsBufferIdTemp,
                    out m_deferredBlurredNormalsMaterial, out m_renderBlurredNormals);

#if UNITY_EDITOR
                GenerateNormalBlurMaterialAndCommandBuffer(blurredNormalBuffer, blurredNormalsBufferIdTemp,
                    out m_sceneViewBlurredNormalsMaterial, out m_sceneViewBlurredNormals);
#endif
            }

            // Cleanup resources.
            m_releaseDeferredPlus = new CommandBuffer();
            m_releaseDeferredPlus.name = c_releaseDeferredBuffer;
            m_releaseDeferredPlus.ReleaseTemporaryRT(opacityBufferId);

            if (m_isScatteringEnabled) {
                m_releaseDeferredPlus.ReleaseTemporaryRT(blurredNormalsBufferIdTemp);
            }

#if UNITY_EDITOR
            SceneView.onSceneGUIDelegate += OnSceneGUIDelegate;
#endif
        }

        AddCommandBuffersToCamera(m_camera, m_renderBlurredNormals);

#if UNITY_EDITOR
        EditorUtility.SetDirty(m_camera);
#endif
    }
开发者ID:jharger,项目名称:globalgamejam2016,代码行数:61,代码来源:AlloyDeferredRendererPlus.cs

示例10: OnPreRender

    public void OnPreRender()
    {
        var act = gameObject.activeInHierarchy && enabled;
        if (!act)
        {
            Cleanup();
            return;
        }

        var cam = Camera.current;
        if (!cam)
            return;

        CommandBuffer buf = null;
        // Did we already add the command buffer on this camera? Nothing to do then.
        if (m_Cameras.ContainsKey(cam))
            return;

        if (!DepthMaterial)
        {
            DepthMaterial = new Material(DepthShader);
            DepthMaterial.hideFlags = HideFlags.HideAndDontSave;
        }

        buf = new CommandBuffer();
        buf.name = "Render Grass Depth Reference";
        m_Cameras[cam] = buf;

        int referenceDepthID = Shader.PropertyToID("_rdepth");
        buf.GetTemporaryRT(referenceDepthID, -1, -1, 24, FilterMode.Point, RenderTextureFormat.Depth);
        buf.SetRenderTarget(new RenderTargetIdentifier(referenceDepthID));
        buf.ClearRenderTarget(true, false, Color.white, 1);

        foreach (MeshRenderer r in GrassMeshes)
            buf.DrawRenderer(r, DepthMaterial);

        buf.SetRenderTarget(new RenderTargetIdentifier(BuiltinRenderTextureType.CameraTarget));

        buf.SetGlobalTexture("_ReferenceDepth", referenceDepthID);

        cam.AddCommandBuffer(CameraEvent.BeforeImageEffects, buf);
        Debug.Log("Add Command Buffer");
    }
开发者ID:Flafla2,项目名称:Screen-Space-Grass,代码行数:43,代码来源:GrassManager.cs

示例11: Initialize

	public void Initialize() {
		if (combufPreLight == null) {
			int propsBufferID = Shader.PropertyToID("_UBERPropsBuffer");

            // prepare material
            if (CopyPropsMat == null)
            {
                if (CopyPropsMat != null)
                {
                    DestroyImmediate(CopyPropsMat);
                }
                CopyPropsMat = new Material(Shader.Find("Hidden/UBER_CopyPropsTexture"));
                CopyPropsMat.hideFlags = HideFlags.DontSave;
            }

            // take a copy of emission buffer.a where UBER stores its props (translucency, self-shadowing, wetness)
            combufPreLight = new CommandBuffer();
			combufPreLight.name="UBERPropsPrelight";
            combufPreLight.GetTemporaryRT(propsBufferID, -1, -1, 0, FilterMode.Point, RenderTextureFormat.RHalf);
            combufPreLight.Blit(BuiltinRenderTextureType.CameraTarget, propsBufferID, CopyPropsMat);
            
			// release temp buffer
			combufPostLight = new CommandBuffer();
			combufPostLight.name="UBERPropsPostlight";
            combufPostLight.ReleaseTemporaryRT (propsBufferID);
		}
    }
开发者ID:Quantarium-Studios,项目名称:FLARE_Prototype,代码行数:27,代码来源:RTP_DeferredParams.cs

示例12: 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);
            }
        }
开发者ID:ClintChil,项目名称:FrameCapturer,代码行数:71,代码来源:PngRecorder.cs

示例13: OnPreRender

        // [ImageEffectOpaque]
        public void OnPreRender()
        {
            if (material == null)
            {
                return;
            }
            else if (Camera.current.actualRenderingPath != RenderingPath.DeferredShading)
            {
                return;
            }

            int downsampleAmount = (settings.reflectionSettings.reflectionQuality == SSRResolution.High) ? 1 : 2;

            var rtW = camera_.pixelWidth / downsampleAmount;
            var rtH = camera_.pixelHeight / downsampleAmount;

            float sWidth = camera_.pixelWidth;
            float sHeight = camera_.pixelHeight;

            float sx = sWidth / 2.0f;
            float sy = sHeight / 2.0f;

            const int maxMip = 5;

            RenderTextureFormat intermediateFormat = camera_.hdr ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32;

            material.SetInt("_RayStepSize", settings.reflectionSettings.stepSize);
            material.SetInt("_AdditiveReflection", settings.reflectionSettings.blendType == SSRReflectionBlendType.Additive ? 1 : 0);
            material.SetInt("_BilateralUpsampling", bilateralUpsample ? 1 : 0);
            material.SetInt("_TreatBackfaceHitAsMiss", treatBackfaceHitAsMiss ? 1 : 0);
            material.SetInt("_AllowBackwardsRays", settings.reflectionSettings.reflectBackfaces ? 1 : 0);
            material.SetInt("_TraceBehindObjects", traceBehindObjects ? 1 : 0);
            material.SetInt("_MaxSteps", settings.reflectionSettings.iterationCount);
            material.SetInt("_FullResolutionFiltering", 0);
            material.SetInt("_HalfResolution", (settings.reflectionSettings.reflectionQuality != SSRResolution.High) ? 1 : 0);
            material.SetInt("_HighlightSuppression", highlightSuppression ? 1 : 0);

            /** The height in pixels of a 1m object if viewed from 1m away. */
            float pixelsPerMeterAtOneMeter = sWidth / (-2.0f * (float)(Math.Tan(camera_.fieldOfView / 180.0 * Math.PI * 0.5)));

            material.SetFloat("_PixelsPerMeterAtOneMeter", pixelsPerMeterAtOneMeter);
            material.SetFloat("_ScreenEdgeFading", settings.screenEdgeMask.intensity);
            material.SetFloat("_ReflectionBlur", settings.reflectionSettings.reflectionBlur);
            material.SetFloat("_MaxRayTraceDistance", settings.reflectionSettings.maxDistance);
            material.SetFloat("_FadeDistance", settings.intensitySettings.fadeDistance);
            material.SetFloat("_LayerThickness", settings.reflectionSettings.widthModifier);
            material.SetFloat("_SSRMultiplier", settings.intensitySettings.reflectionMultiplier);
            material.SetFloat("_FresnelFade", settings.intensitySettings.fresnelFade);
            material.SetFloat("_FresnelFadePower", settings.intensitySettings.fresnelFadePower);

            Matrix4x4 P = camera_.projectionMatrix;
            Vector4 projInfo = new Vector4
                    ((-2.0f / (sWidth * P[0])),
                    (-2.0f / (sHeight * P[5])),
                    ((1.0f - P[2]) / P[0]),
                    ((1.0f + P[6]) / P[5]));

            Vector3 cameraClipInfo = (float.IsPositiveInfinity(camera_.farClipPlane)) ?
                new Vector3(camera_.nearClipPlane, -1.0f, 1.0f) :
                new Vector3(camera_.nearClipPlane * camera_.farClipPlane, camera_.nearClipPlane - camera_.farClipPlane, camera_.farClipPlane);

            material.SetVector("_ReflectionBufferSize", new Vector2(rtW, rtH));
            material.SetVector("_ScreenSize", new Vector2(sWidth, sHeight));
            material.SetVector("_InvScreenSize", new Vector2((float)(1.0f / sWidth), (float)(1.0f / sHeight)));
            material.SetVector("_ProjInfo", projInfo); // used for unprojection

            material.SetVector("_CameraClipInfo", cameraClipInfo);

            Matrix4x4 warpToScreenSpaceMatrix = new Matrix4x4();
            warpToScreenSpaceMatrix.SetRow(0, new Vector4(sx, 0.0f, 0.0f, sx));
            warpToScreenSpaceMatrix.SetRow(1, new Vector4(0.0f, sy, 0.0f, sy));
            warpToScreenSpaceMatrix.SetRow(2, new Vector4(0.0f, 0.0f, 1.0f, 0.0f));
            warpToScreenSpaceMatrix.SetRow(3, new Vector4(0.0f, 0.0f, 0.0f, 1.0f));

            Matrix4x4 projectToPixelMatrix = warpToScreenSpaceMatrix * P;

            material.SetMatrix("_ProjectToPixelMatrix", projectToPixelMatrix);
            material.SetMatrix("_WorldToCameraMatrix", camera_.worldToCameraMatrix);
            material.SetMatrix("_CameraToWorldMatrix", camera_.worldToCameraMatrix.inverse);

            if (m_CommandBuffer == null)
            {
                m_CommandBuffer = new CommandBuffer();
                m_CommandBuffer.name = "Screen Space Reflections";

                // RGB: Normals, A: Roughness.
                // Has the nice benefit of allowing us to control the filtering mode as well.
                m_CommandBuffer.GetTemporaryRT(kNormalAndRoughnessTexture, -1, -1, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);

                m_CommandBuffer.GetTemporaryRT(kHitPointTexture, rtW, rtH, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear);

                for (int i = 0; i < maxMip; ++i)
                {
                    // We explicitly interpolate during bilateral upsampling.
                    m_CommandBuffer.GetTemporaryRT(kReflectionTextures[i], rtW >> i, rtH >> i, 0, FilterMode.Bilinear, intermediateFormat);
                }

                m_CommandBuffer.GetTemporaryRT(kFilteredReflections, rtW, rtH, 0, bilateralUpsample ? FilterMode.Point : FilterMode.Bilinear, intermediateFormat);
                m_CommandBuffer.GetTemporaryRT(kFinalReflectionTexture, rtW, rtH, 0, FilterMode.Point, intermediateFormat);
//.........这里部分代码省略.........
开发者ID:3dAnon,项目名称:PoniGame,代码行数:101,代码来源:ScreenSpaceReflection.cs

示例14: 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.........
开发者ID:ClintChil,项目名称:FrameCapturer,代码行数:101,代码来源:Raymarcher.cs

示例15: Create

        /// <summary>
        /// Return a new command buffer.
        /// This will be called the first time
        /// the mesh is rendered for each camera 
        /// that renders the ocean.
        /// </summary>
        public override CommandBuffer Create(Camera cam)
        {
            CommandBuffer cmd = new CommandBuffer();
            cmd.name = "Ceto DepthGrab Cmd: " + cam.name;

            //int width = cam.pixelWidth;
            //int height = cam.pixelHeight;

            //int scale = ResolutionToNumber(Resolution);
            //width /= scale;
            //height /= scale;

            RenderTextureFormat format;

            //screen grab currently disabled.
            /*
            if (cam.hdr)
                format = RenderTextureFormat.ARGBHalf;
            else
                format = RenderTextureFormat.ARGB32;

            //Copy screen into temporary RT.
            int grabID = Shader.PropertyToID("Ceto_GrabCopyTexture");
            cmd.GetTemporaryRT(grabID, width, height, 0, FilterMode.Bilinear, format, RenderTextureReadWrite.Default);
            cmd.Blit(BuiltinRenderTextureType.CurrentActive, grabID);
            cmd.SetGlobalTexture(GrabName, grabID);

            */
            if (SystemInfo.SupportsRenderTextureFormat(RenderTextureFormat.RFloat))
                format = RenderTextureFormat.RFloat;
            else
                format = RenderTextureFormat.RHalf;

            //Copy depths into temporary RT.
            int depthID = Shader.PropertyToID("Ceto_DepthCopyTexture");
            cmd.GetTemporaryRT(depthID, cam.pixelWidth, cam.pixelHeight, 0, FilterMode.Point, format, RenderTextureReadWrite.Linear);
            cmd.Blit(BuiltinRenderTextureType.CurrentActive, depthID, m_copyDepthMat, 0);
            cmd.SetGlobalTexture(DepthName, depthID);

            cam.AddCommandBuffer(Event, cmd);

            CommandData data = new CommandData();

            data.command = cmd;
            data.width = cam.pixelWidth;
            data.height = cam.pixelHeight;

            if (m_data.ContainsKey(cam))
                m_data.Remove(cam);

            m_data.Add(cam, data);

            return cmd;
        }
开发者ID:BenjaminLovegrove,项目名称:ATR,代码行数:60,代码来源:RefractionCommand.cs


注:本文中的UnityEngine.Rendering.CommandBuffer.GetTemporaryRT方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。