后处理+FEEL完全改进
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.RenderGraphModule;
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using UnityEngine.Rendering.Universal;
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namespace SLSFramework.Rendering.PostProcessing
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{
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public class ScriptablePostProcessorPass : ScriptableRenderPass
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{
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private List<ScriptablePostProcessorVolume> postProcessors;
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private List<int> activePostProcessorIndex;
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private string profilerTag;
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private List<ProfilingSampler> profilingSamplers;
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public ScriptablePostProcessorPass(string profilerTag, List<ScriptablePostProcessorVolume> postProcessors)
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{
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this.profilerTag = profilerTag;
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this.postProcessors = postProcessors;
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activePostProcessorIndex = new List<int>(postProcessors.Count);
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profilingSamplers = postProcessors.Select(c => new ProfilingSampler(c.ToString())).ToList();
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}
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private RenderingData m_RenderingData;
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private class PassData
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{
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public TextureHandle SourceTexture;
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public TextureHandle TargetTexture;
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public TextureHandle TempTextureA;
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public TextureHandle TempTextureB;
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public List<int> ActiveIndices;
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public List<ScriptablePostProcessorVolume> Volumes;
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public List<ProfilingSampler> Profilers;
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public RenderingData RenderingData; // 数据结构保持不变
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}
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// 修改 Setup:接收 RenderingData 并保存
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// 注意:这里的 Setup 需要在 AddRenderPasses 中调用
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public bool Setup(ref RenderingData renderingData)
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{
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this.m_RenderingData = renderingData; // 捕获数据
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activePostProcessorIndex.Clear();
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for (int i = 0; i < postProcessors.Count; i++)
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{
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postProcessors[i].Setup();
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if (postProcessors[i].IsActive())
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{
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activePostProcessorIndex.Add(i);
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}
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}
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return activePostProcessorIndex.Count != 0;
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}
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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{
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var resourceData = frameData.Get<UniversalResourceData>();
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var cameraData = frameData.Get<UniversalCameraData>();
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// 如果没有激活的后处理,直接跳过
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if (activePostProcessorIndex.Count == 0) return;
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// 1. 获取相机的基础描述符 (这是旧的 RenderTextureDescriptor)
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var cameraDesc = cameraData.cameraTargetDescriptor;
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// 2. 【核心修正】创建一个新的 RenderGraph 专用描述符 (TextureDesc)
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// 只有 TextureDesc 才能设置 name,也不能直接把 cameraDesc 强转过去,必须手动赋值
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var rgDesc = new TextureDesc(cameraDesc.width, cameraDesc.height);
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rgDesc.colorFormat = cameraDesc.graphicsFormat;
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rgDesc.depthBufferBits = DepthBits.None; // 后处理不需要深度
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rgDesc.msaaSamples = MSAASamples.None; // 后处理通常不需要 MSAA
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using (var builder = renderGraph.AddUnsafePass<PassData>(profilerTag, out var passData))
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{
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// 填充数据
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passData.SourceTexture = resourceData.activeColorTexture;
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passData.TargetTexture = resourceData.activeColorTexture;
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passData.ActiveIndices = activePostProcessorIndex;
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passData.Volumes = postProcessors;
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passData.Profilers = profilingSamplers;
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// 使用我们在 Setup 中缓存的旧版数据 (解决 UniversalRenderingData 找不到的问题)
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passData.RenderingData = m_RenderingData;
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// 3. 【核心修正】设置名字并创建纹理
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// 这里使用的是 rgDesc (TextureDesc 类型),它有 name 属性
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rgDesc.name = "_TemporaryRenderTextureA";
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passData.TempTextureA = renderGraph.CreateTexture(rgDesc);
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rgDesc.name = "_TemporaryRenderTextureB";
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passData.TempTextureB = renderGraph.CreateTexture(rgDesc);
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// 声明依赖关系 (保持不变)
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builder.UseTexture(passData.SourceTexture, AccessFlags.Read);
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builder.UseTexture(passData.TempTextureA, AccessFlags.ReadWrite);
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builder.UseTexture(passData.TempTextureB, AccessFlags.ReadWrite);
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builder.UseTexture(passData.TargetTexture, AccessFlags.ReadWrite);
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// 设置执行逻辑 (保持不变)
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builder.SetRenderFunc((PassData data, UnsafeGraphContext context) =>
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{
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var cmd = CommandBufferHelpers.GetNativeCommandBuffer(context.cmd);
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var source = data.SourceTexture;
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var target = data.TargetTexture;
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var tempA = data.TempTextureA;
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var tempB = data.TempTextureB;
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if (data.ActiveIndices.Count == 1)
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{
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int index = data.ActiveIndices[0];
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using (new ProfilingScope(cmd, data.Profilers[index]))
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{
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data.Volumes[index].Render(cmd, ref data.RenderingData, source, tempA);
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}
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Blitter.BlitCameraTexture(cmd, tempA, target);
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}
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else
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{
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Blitter.BlitCameraTexture(cmd, source, tempA);
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var currSource = tempA;
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var currDest = tempB;
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foreach (int index in data.ActiveIndices)
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{
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var postProcessor = data.Volumes[index];
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using (new ProfilingScope(cmd, data.Profilers[index]))
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{
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postProcessor.Render(cmd, ref data.RenderingData, currSource, currDest);
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}
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CoreUtils.Swap(ref currSource, ref currDest);
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}
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Blitter.BlitCameraTexture(cmd, currSource, target);
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}
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});
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}
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}
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}
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}
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