108 lines
3.5 KiB
C#
108 lines
3.5 KiB
C#
using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.HighDefinition;
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#if UNITY_EDITOR
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using UnityEditor;
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using UnityEditor.Rendering.HighDefinition;
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#endif
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namespace Artngame.LUMINA
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{
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#if UNITY_EDITOR
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[CustomPassDrawer(typeof(CopyPassLuminaHDRP))]
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public class CopyPassLuminaHDRPDrawer : CustomPassDrawer
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{
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protected override PassUIFlag commonPassUIFlags => PassUIFlag.Name;
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}
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#endif
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public class CopyPassLuminaHDRP : CustomPass
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{
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public enum BufferType
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{
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Color,
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Normal,
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Roughness,
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Depth,
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MotionVectors,
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}
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public RenderTexture outputRenderTexture;
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[SerializeField, HideInInspector]
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Shader customCopyShader;
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Material customCopyMaterial;
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public BufferType bufferType;
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protected override bool executeInSceneView => false;
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int normalPass;
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int roughnessPass;
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int depthPass;
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protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd)
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{
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if (customCopyShader == null)
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customCopyShader = Shader.Find("Hidden/FullScreen/CustomCopy");
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customCopyMaterial = CoreUtils.CreateEngineMaterial(customCopyShader);
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normalPass = customCopyMaterial.FindPass("Normal");
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roughnessPass = customCopyMaterial.FindPass("Roughness");
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depthPass = customCopyMaterial.FindPass("Depth");
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}
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protected override void Execute(CustomPassContext ctx)
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{
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if (outputRenderTexture == null || customCopyMaterial == null)
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return;
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SyncRenderTextureAspect(outputRenderTexture, ctx.hdCamera.camera);
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var scale = RTHandles.rtHandleProperties.rtHandleScale;
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customCopyMaterial.SetVector("_Scale", scale * downscale); //v1.0k
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switch (bufferType)
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{
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default:
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case BufferType.Color:
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ctx.cmd.Blit(ctx.cameraColorBuffer, outputRenderTexture, new Vector2(scale.x, scale.y), Vector2.zero, 0, 0);
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break;
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case BufferType.Normal:
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ctx.cmd.Blit(ctx.cameraNormalBuffer, outputRenderTexture, customCopyMaterial, normalPass);
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break;
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case BufferType.Roughness:
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ctx.cmd.Blit(ctx.cameraNormalBuffer, outputRenderTexture, customCopyMaterial, roughnessPass);
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break;
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case BufferType.Depth:
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ctx.cmd.Blit(ctx.cameraNormalBuffer, outputRenderTexture, customCopyMaterial, depthPass);
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break;
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case BufferType.MotionVectors:
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ctx.cmd.Blit(ctx.cameraMotionVectorsBuffer, outputRenderTexture, new Vector2(scale.x, scale.y), Vector2.zero, 0, 0);
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break;
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}
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}
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//v1.0k
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public int downscale = 1;
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void SyncRenderTextureAspect(RenderTexture rt, Camera camera)
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{
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float aspect = rt.width / (float)rt.height;
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if (!Mathf.Approximately(aspect, camera.aspect))
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{
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rt.Release();
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rt.width = camera.pixelWidth / downscale;
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rt.height = camera.pixelHeight / downscale;
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rt.Create();
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}
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}
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protected override void Cleanup()
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{
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CoreUtils.Destroy(customCopyMaterial);
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}
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}
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} |