UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/PostProcessPasses.cs

135 lines
5.2 KiB
C#
Raw Permalink Normal View History

2024-10-27 10:53:47 +03:00
using System;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.Universal.Internal;
using UnityEngine.Serialization;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Run-time creation parameters for post process passes.
/// </summary>
internal struct PostProcessParams
{
/// <summary>
/// The blit <c>Material</c> to use.
/// </summary>
/// <seealso cref="Material"/>
public Material blitMaterial;
/// <summary>
/// Requested <c>GraphicsFormat</c> for postprocess rendering.
/// </summary>
/// <seealso cref="GraphicsFormat"/>
public GraphicsFormat requestColorFormat;
/// <summary>
/// A static factory function for default initialization of PostProcessParams.
/// </summary>
/// <returns></returns>
public static PostProcessParams Create()
{
PostProcessParams ppParams;
ppParams.blitMaterial = null;
ppParams.requestColorFormat = GraphicsFormat.None;
return ppParams;
}
}
/// <summary>
/// Type acts as wrapper for post process passes. Can we be recreated and destroyed at any point during runtime with post process data.
/// </summary>
internal struct PostProcessPasses : IDisposable
{
ColorGradingLutPass m_ColorGradingLutPass;
PostProcessPass m_PostProcessPass;
PostProcessPass m_FinalPostProcessPass;
internal RTHandle m_AfterPostProcessColor;
internal RTHandle m_ColorGradingLut;
PostProcessData m_RendererPostProcessData;
PostProcessData m_CurrentPostProcessData;
Material m_BlitMaterial;
public ColorGradingLutPass colorGradingLutPass { get => m_ColorGradingLutPass; }
public PostProcessPass postProcessPass { get => m_PostProcessPass; }
public PostProcessPass finalPostProcessPass { get => m_FinalPostProcessPass; }
public RTHandle afterPostProcessColor { get => m_AfterPostProcessColor; }
public RTHandle colorGradingLut { get => m_ColorGradingLut; }
public bool isCreated { get => m_CurrentPostProcessData != null; }
/// <summary>
/// Creates post process passes with supplied data anda params.
/// </summary>
/// <param name="rendererPostProcessData">Post process resources.</param>
/// <param name="postProcessParams">Post process run-time creation parameters.</param>
public PostProcessPasses(PostProcessData rendererPostProcessData, ref PostProcessParams postProcessParams)
{
m_ColorGradingLutPass = null;
m_PostProcessPass = null;
m_FinalPostProcessPass = null;
m_CurrentPostProcessData = null;
m_AfterPostProcessColor = null;
m_ColorGradingLut = null;
m_RendererPostProcessData = rendererPostProcessData;
m_BlitMaterial = postProcessParams.blitMaterial;
Recreate(rendererPostProcessData, ref postProcessParams);
}
/// <summary>
/// Recreates post process passes with supplied data. If already contains valid post process passes, they will be replaced by new ones.
/// </summary>
/// <param name="data">Resources used for creating passes. In case of the null, no passes will be created.</param>
/// <param name="ppParams">Run-time parameters used for creating passes.</param>
public void Recreate(PostProcessData data, ref PostProcessParams ppParams)
{
if (m_RendererPostProcessData)
data = m_RendererPostProcessData;
if (data == m_CurrentPostProcessData)
return;
if (m_CurrentPostProcessData != null)
{
m_ColorGradingLutPass?.Cleanup();
m_PostProcessPass?.Cleanup();
m_FinalPostProcessPass?.Cleanup();
// We need to null post process passes to avoid using them
m_ColorGradingLutPass = null;
m_PostProcessPass = null;
m_FinalPostProcessPass = null;
m_CurrentPostProcessData = null;
}
if (data != null)
{
m_ColorGradingLutPass = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingPrePasses, data);
m_PostProcessPass = new PostProcessPass(RenderPassEvent.AfterRenderingPostProcessing - 1, data, ref ppParams);
m_FinalPostProcessPass = new PostProcessPass(RenderPassEvent.AfterRendering - 1, data, ref ppParams);
m_CurrentPostProcessData = data;
}
}
public void Dispose()
{
// always dispose unmanaged resources
m_ColorGradingLutPass?.Cleanup();
m_PostProcessPass?.Cleanup();
m_FinalPostProcessPass?.Cleanup();
m_AfterPostProcessColor?.Release();
m_ColorGradingLut?.Release();
}
internal void ReleaseRenderTargets()
{
m_AfterPostProcessColor?.Release();
m_PostProcessPass?.Dispose();
m_FinalPostProcessPass?.Dispose();
m_ColorGradingLut?.Release();
}
}
}