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using System;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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//This renderer feature will replicate a "don't clear" behaviour by injecting two passes into the pipeline:
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{
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class CopyFramePass : ScriptableRenderPass
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{
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private RenderTargetIdentifier source { get; set; }
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private RenderTargetHandle destination { get; set; }
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{
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this.source = source;
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this.destination = destination;
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}
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{
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if (renderingData.cameraData.camera.cameraType != CameraType.Game)
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return;
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RenderTargetIdentifier opaqueColorRT = destination.Identifier();
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Blit(cmd, source, opaqueColorRT);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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cmd.ReleaseTemporaryRT(destination.id);
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if (destination != RenderTargetHandle.CameraTarget)
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{
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cmd.ReleaseTemporaryRT(destination.id);
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destination = RenderTargetHandle.CameraTarget;
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}
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}
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}
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//This pass is responsible for drawing the old color to a full screen quad
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class DrawOldFramePass : ScriptableRenderPass
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{
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private Material m_DrawOldFrameMaterial;
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private RenderTargetHandle m_handle;
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private string m_textureName;
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public void Setup(Material drawOldFrameMaterial, RenderTargetHandle handle, string textureName)
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{
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m_DrawOldFrameMaterial = drawOldFrameMaterial;
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m_handle = handle;
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m_textureName = textureName;
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}
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public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescripor)
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{
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RenderTextureDescriptor descriptor = cameraTextureDescripor;
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descriptor.msaaSamples = 1;
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descriptor.depthBufferBits = 0;
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cmd.GetTemporaryRT(m_handle.id, descriptor, FilterMode.Bilinear);
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}
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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if (m_DrawOldFrameMaterial != null)
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{
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CommandBuffer cmd = CommandBufferPool.Get("DrawOldFramePass");
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cmd.SetGlobalTexture(m_textureName, m_handle.id);
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cmd.SetViewProjectionMatrices(Matrix4x4.identity, Matrix4x4.identity);
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cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_DrawOldFrameMaterial, 0, 0);
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cmd.SetViewProjectionMatrices(renderingData.cameraData.camera.worldToCameraMatrix, renderingData.cameraData.camera.projectionMatrix);
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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}
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}
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[Serializable]
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public class Settings
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{
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[Tooltip("The material that is used when the old frame is redrawn at the start of the new frame (before opaques).")]
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public Material displayMaterial;
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[Tooltip("The name of the texture used for referencing the copied frame. (Defaults to _FrameCopyTex if empty)")]
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public string textureName;
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}
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private CopyFramePass m_CopyFrame;
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private DrawOldFramePass m_DrawOldFame;
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private RenderTargetHandle m_OldFrameHandle;
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public Settings settings = new Settings();
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//In this function the passes are created and their point of injection is set
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public override void Create()
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{
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m_CopyFrame = new CopyFramePass();
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m_CopyFrame.renderPassEvent = RenderPassEvent.AfterRenderingTransparents; //Frame color is copied late in the frame
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m_DrawOldFame = new DrawOldFramePass();
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m_DrawOldFame.renderPassEvent = RenderPassEvent.BeforeRenderingOpaques; //Old frame is drawn early in the frame
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}
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public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
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{
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m_OldFrameHandle.Init("_OldFrameRenderTarget");
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m_DrawOldFame.ConfigureClear(ClearFlag.None, Color.red);
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m_CopyFrame.Setup(renderer.cameraColorTarget, m_OldFrameHandle);
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renderer.EnqueuePass(m_CopyFrame);
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m_DrawOldFame.Setup(settings.displayMaterial, m_OldFrameHandle, String.IsNullOrEmpty(settings.textureName) ? "_FrameCopyTex" : settings.textureName);
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renderer.EnqueuePass(m_DrawOldFame);
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}
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}
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Binary file not shown.
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user