本文整理汇总了C#中UnityEngine.Rendering.CommandBuffer.SetGlobalTexture方法的典型用法代码示例。如果您正苦于以下问题:C# CommandBuffer.SetGlobalTexture方法的具体用法?C# CommandBuffer.SetGlobalTexture怎么用?C# CommandBuffer.SetGlobalTexture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.SetGlobalTexture方法的12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: 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3: 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.........
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: EnsureHookedLightSource
void EnsureHookedLightSource(Light light) {
if(!light)
return;
if(light.commandBufferCount == 2)
return;
//Debug.Log("Hooking scattering command buffers on light source: " + light.name);
// NOTE: This doesn't really play nicely with other users of light events.
// Currently not an issue since this code was written pre-5.1 (and light events
// are a new feature in 5.1), but might need a proper solution in the future.
light.RemoveAllCommandBuffers();
if(m_occlusionCmdAfterShadows != null)
m_occlusionCmdAfterShadows.Dispose();
if(m_occlusionCmdBeforeScreen != null)
m_occlusionCmdBeforeScreen.Dispose();
m_occlusionCmdAfterShadows = new UnityEngine.Rendering.CommandBuffer();
m_occlusionCmdAfterShadows.name = "Scatter Occlusion Pass 1";
m_occlusionCmdAfterShadows.SetGlobalTexture("u_CascadedShadowMap", new UnityEngine.Rendering.RenderTargetIdentifier(UnityEngine.Rendering.BuiltinRenderTextureType.CurrentActive));
m_occlusionCmdBeforeScreen = new UnityEngine.Rendering.CommandBuffer();
m_occlusionCmdBeforeScreen.name = "Scatter Occlusion Pass 2";
light.AddCommandBuffer(UnityEngine.Rendering.LightEvent.AfterShadowMap, m_occlusionCmdAfterShadows);
light.AddCommandBuffer(UnityEngine.Rendering.LightEvent.BeforeScreenspaceMask, m_occlusionCmdBeforeScreen);
}
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
{
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7: 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");
}
示例8: 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9: 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10: Start
/// <summary>
///
/// </summary>
void Start()
{
_commandBuffer = new CommandBuffer();
_commandBuffer.name = "Light Command Buffer";
_cascadeShadowCommandBuffer = new CommandBuffer();
_cascadeShadowCommandBuffer.name = "Dir Light Command Buffer";
_cascadeShadowCommandBuffer.SetGlobalTexture("_CascadeShadowMapTexture", new UnityEngine.Rendering.RenderTargetIdentifier(UnityEngine.Rendering.BuiltinRenderTextureType.CurrentActive));
_light = GetComponent<Light>();
_light.RemoveAllCommandBuffers();
if(_light.type == LightType.Directional)
{
_light.AddCommandBuffer(LightEvent.BeforeScreenspaceMask, _commandBuffer);
_light.AddCommandBuffer(LightEvent.AfterShadowMap, _cascadeShadowCommandBuffer);
}
else
_light.AddCommandBuffer(LightEvent.AfterShadowMap, _commandBuffer);
_material = new Material(Shader.Find("Sandbox/VolumetricLight")); // new Material(VolumetricLightRenderer.GetLightMaterial());
}
示例11: 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;
}
示例12: 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);
}
}