本文整理汇总了C#中UnityEngine.Rendering.CommandBuffer.SetGlobalFloat方法的典型用法代码示例。如果您正苦于以下问题:C# CommandBuffer.SetGlobalFloat方法的具体用法?C# CommandBuffer.SetGlobalFloat怎么用?C# CommandBuffer.SetGlobalFloat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.SetGlobalFloat方法的9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: RenderVectors
internal override void RenderVectors(Camera camera, CommandBuffer renderCB, float scale, Quality quality)
{
if (this.m_initialized && !this.m_error && this.m_meshRenderer.isVisible)
{
bool flag = (this.m_owner.Instance.CullingMask & 1 << this.m_obj.gameObject.layer) != 0;
if (!flag || (flag && this.m_moved))
{
int num = (!flag) ? 255 : this.m_owner.Instance.GenerateObjectId(this.m_obj.gameObject);
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 i = 0; i < this.m_sharedMaterials.Length; i++)
{
MotionState.MaterialDesc materialDesc = this.m_sharedMaterials[i];
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_mesh, this.m_transform.localToWorldMatrix, this.m_owner.Instance.SolidVectorsMaterial, i, shaderPass, materialDesc.propertyBlock);
}
}
}
}
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: CloneToBuffer
private void CloneToBuffer(Material mat, CommandBuffer buf)
{
foreach (KeyValuePair<object, object> field in cache)
{
object obj = field.Value;
//float
int id = (int)field.Key;
if (obj.GetType() == typeof(float))
{
float value = mat.GetFloat(id);
buf.SetGlobalFloat(id, value);
}
//Color
else if (obj.GetType() == typeof(Color))
{
Color value = mat.GetColor(id);
buf.SetGlobalColor(id, value);
}
//Color32
else if (obj.GetType() == typeof(Color32))
{
Color value = mat.GetColor(id);
buf.SetGlobalColor(id, value);
}//Vector2
else if (obj.GetType() == typeof(Vector2))
{
Vector4 value = mat.GetVector(id);
buf.SetGlobalVector(id, value);
}
//Vector3
else if (obj.GetType() == typeof(Vector3))
{
Vector4 value = mat.GetVector(id);
buf.SetGlobalVector(id, value);
}
//Vector4
else if (obj.GetType() == typeof(Vector4))
{
Vector4 value = mat.GetVector(id);
buf.SetGlobalVector(id, value);
}
//Matrix
else if (obj.GetType() == typeof(Matrix4x4))
{
Matrix4x4 value = mat.GetMatrix(id);
buf.SetGlobalMatrix(id, value);
}
}
}
示例4: RenderReprojectionVectors
void RenderReprojectionVectors( CommandBuffer commandBuffer, RenderTexture destination, float scale )
{
commandBuffer.SetGlobalMatrix( "_AM_MATRIX_CURR_REPROJ", m_baseCamera.PrevViewProjMatrix * m_baseCamera.InvViewProjMatrix );
commandBuffer.SetGlobalFloat( "_AM_MOTION_SCALE", scale );
RenderTexture dummy = null;
commandBuffer.Blit( new RenderTargetIdentifier( dummy ), destination, m_reprojectionMaterial );
}
示例5: CreateCommandBuffers
private void CreateCommandBuffers()
{
m_renderCmdBuffer = new CommandBuffer();
m_renderCmdBuffer.name = "Highlights: Drawing Objects";
// Drawing objects to the buffer
m_renderCmdBuffer.SetRenderTarget(m_colorRT, BuiltinRenderTextureType.CameraTarget);
m_renderCmdBuffer.ClearRenderTarget(false, true, Color.clear);
var pass = m_selectionType == HighlightType.Glow ? HighlightPass.MarkStencilArea : HighlightPass.DrawSolid;
foreach(var hObject in m_renderers)
{
m_renderCmdBuffer.SetGlobalColor("_Color", hObject.Value);
m_renderCmdBuffer.SetGlobalFloat("_Cutoff", m_cutoffValue * 0.5f);
m_renderCmdBuffer.DrawRenderer(hObject.Key, m_highlightMaterial, 0, (int) pass);
}
foreach(var hObject in m_renderers)
{
m_renderCmdBuffer.SetGlobalColor("_Color", hObject.Value);
m_renderCmdBuffer.DrawRenderer(hObject.Key, m_highlightMaterial, 0, (int) HighlightPass.ExtrudeOutline);
}
var drawEvent = GetCameraDrawEvent();
m_camera.AddCommandBuffer(drawEvent, m_renderCmdBuffer);
}
示例6: 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7: 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);
}
}
示例8: 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9: RenderVectors
internal override void RenderVectors( Camera camera, CommandBuffer renderCB, float scale, AmplifyMotion.Quality quality )
{
Profiler.BeginSample( "Particle.Render" );
// TODO: batch
if ( m_initialized && !m_error && m_renderer.isVisible )
{
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;
renderCB.SetGlobalFloat( "_AM_OBJECT_ID", objectId * rcp255 );
renderCB.SetGlobalFloat( "_AM_MOTION_SCALE", mask ? scale : 0 );
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" ) );
}
var enumerator = m_particleDict.GetEnumerator();
while ( enumerator.MoveNext() )
{
KeyValuePair<uint, Particle> pair = enumerator.Current;
Matrix4x4 prevModelViewProj = m_owner.PrevViewProjMatrixRT * pair.Value.prevLocalToWorld;
renderCB.SetGlobalMatrix( "_AM_MATRIX_PREV_MVP", prevModelViewProj );
renderCB.DrawMesh( m_mesh, pair.Value.currLocalToWorld, m_owner.Instance.SolidVectorsMaterial, i, pass, matDesc.propertyBlock );
}
}
}
}
Profiler.EndSample();
}