67 lines
3.4 KiB
C#
67 lines
3.4 KiB
C#
using UnityEngine.Scripting.APIUpdating;
|
|
|
|
namespace UnityEngine.Rendering.RenderGraphModule
|
|
{
|
|
/// <summary>
|
|
/// Helper class allowing access to default resources (black or white texture, etc.) during render passes.
|
|
/// </summary>
|
|
[MovedFrom(true, "UnityEngine.Experimental.Rendering.RenderGraphModule", "UnityEngine.Rendering.RenderGraphModule")]
|
|
public class RenderGraphDefaultResources
|
|
{
|
|
// We need to keep around a RTHandle version of default regular 2D textures since RenderGraph API is all RTHandle.
|
|
RTHandle m_BlackTexture2D;
|
|
RTHandle m_WhiteTexture2D;
|
|
RTHandle m_ShadowTexture2D;
|
|
|
|
/// <summary>Default black 2D texture.</summary>
|
|
public TextureHandle blackTexture { get; private set; }
|
|
/// <summary>Default white 2D texture.</summary>
|
|
public TextureHandle whiteTexture { get; private set; }
|
|
/// <summary>Default clear color XR 2D texture.</summary>
|
|
public TextureHandle clearTextureXR { get; private set; }
|
|
/// <summary>Default magenta XR 2D texture.</summary>
|
|
public TextureHandle magentaTextureXR { get; private set; }
|
|
/// <summary>Default black XR 2D texture.</summary>
|
|
public TextureHandle blackTextureXR { get; private set; }
|
|
/// <summary>Default black XR 2D Array texture.</summary>
|
|
public TextureHandle blackTextureArrayXR { get; private set; }
|
|
/// <summary>Default black (UInt) XR 2D texture.</summary>
|
|
public TextureHandle blackUIntTextureXR { get; private set; }
|
|
/// <summary>Default black XR 3D texture.</summary>
|
|
public TextureHandle blackTexture3DXR { get; private set; }
|
|
/// <summary>Default white XR 2D texture.</summary>
|
|
public TextureHandle whiteTextureXR { get; private set; }
|
|
/// <summary>Default 1x1 shadow texture.</summary>
|
|
public TextureHandle defaultShadowTexture { get; private set; }
|
|
|
|
internal RenderGraphDefaultResources()
|
|
{
|
|
m_BlackTexture2D = RTHandles.Alloc(Texture2D.blackTexture);
|
|
m_WhiteTexture2D = RTHandles.Alloc(Texture2D.whiteTexture);
|
|
m_ShadowTexture2D = RTHandles.Alloc(1, 1, Experimental.Rendering.GraphicsFormat.D32_SFloat, isShadowMap: true, name: "DefaultShadowTexture");
|
|
}
|
|
|
|
internal void Cleanup()
|
|
{
|
|
m_BlackTexture2D.Release();
|
|
m_WhiteTexture2D.Release();
|
|
m_ShadowTexture2D.Release();
|
|
}
|
|
|
|
internal void InitializeForRendering(RenderGraph renderGraph)
|
|
{
|
|
blackTexture = renderGraph.ImportTexture(m_BlackTexture2D, true);
|
|
whiteTexture = renderGraph.ImportTexture(m_WhiteTexture2D, true);
|
|
defaultShadowTexture = renderGraph.ImportTexture(m_ShadowTexture2D, true);
|
|
|
|
clearTextureXR = renderGraph.ImportTexture(TextureXR.GetClearTexture(), true);
|
|
magentaTextureXR = renderGraph.ImportTexture(TextureXR.GetMagentaTexture(), true);
|
|
blackTextureXR = renderGraph.ImportTexture(TextureXR.GetBlackTexture(), true);
|
|
blackTextureArrayXR = renderGraph.ImportTexture(TextureXR.GetBlackTextureArray(), true);
|
|
blackUIntTextureXR = renderGraph.ImportTexture(TextureXR.GetBlackUIntTexture(), true);
|
|
blackTexture3DXR = renderGraph.ImportTexture(TextureXR.GetBlackTexture3D(), true);
|
|
whiteTextureXR = renderGraph.ImportTexture(TextureXR.GetWhiteTexture(), true);
|
|
}
|
|
}
|
|
}
|