本文整理汇总了C#中UnityEngine.Rendering.CommandBuffer.ReleaseTemporaryRT方法的典型用法代码示例。如果您正苦于以下问题:C# CommandBuffer.ReleaseTemporaryRT方法的具体用法?C# CommandBuffer.ReleaseTemporaryRT怎么用?C# CommandBuffer.ReleaseTemporaryRT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.ReleaseTemporaryRT方法的8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);
}
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);
}
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);
}
}
示例4: 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5: 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
}
示例6: 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);
}
}
示例7: 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);
}
}
示例8: OnPreRender
//.........这里部分代码省略.........
/** 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);
m_CommandBuffer.Blit(BuiltinRenderTextureType.CameraTarget, kNormalAndRoughnessTexture, material, (int)PassIndex.BilateralKeyPack);
m_CommandBuffer.Blit(BuiltinRenderTextureType.CameraTarget, kHitPointTexture, material, (int)PassIndex.RayTraceStep);
m_CommandBuffer.Blit(BuiltinRenderTextureType.CameraTarget, kFilteredReflections, material, (int)PassIndex.HitPointToReflections);
m_CommandBuffer.Blit(kFilteredReflections, kReflectionTextures[0], material, (int)PassIndex.PoissonBlur);
for (int i = 1; i < maxMip; ++i)
{
int inputTex = kReflectionTextures[i - 1];
int lowMip = i;
m_CommandBuffer.GetTemporaryRT(kBlurTexture, rtW >> lowMip, rtH >> lowMip, 0, FilterMode.Bilinear, intermediateFormat);
m_CommandBuffer.SetGlobalVector("_Axis", new Vector4(1.0f, 0.0f, 0.0f, 0.0f));
m_CommandBuffer.SetGlobalFloat("_CurrentMipLevel", i - 1.0f);
m_CommandBuffer.Blit(inputTex, kBlurTexture, material, (int)PassIndex.Blur);
m_CommandBuffer.SetGlobalVector("_Axis", new Vector4(0.0f, 1.0f, 0.0f, 0.0f));
inputTex = kReflectionTextures[i];
m_CommandBuffer.Blit(kBlurTexture, inputTex, material, (int)PassIndex.Blur);
m_CommandBuffer.ReleaseTemporaryRT(kBlurTexture);
}
m_CommandBuffer.Blit(kReflectionTextures[0], kFinalReflectionTexture, material, (int)PassIndex.CompositeSSR);
m_CommandBuffer.GetTemporaryRT(kTempTexture, camera_.pixelWidth, camera_.pixelHeight, 0, FilterMode.Bilinear, intermediateFormat);
m_CommandBuffer.Blit(BuiltinRenderTextureType.CameraTarget, kTempTexture, material, (int)PassIndex.CompositeFinal);
m_CommandBuffer.Blit(kTempTexture, BuiltinRenderTextureType.CameraTarget);
m_CommandBuffer.ReleaseTemporaryRT(kTempTexture);
camera_.AddCommandBuffer(CameraEvent.AfterFinalPass, m_CommandBuffer);
}
}