![]() See LightWeightPipeline Passes.īaked Light and Shadow / Reflection Probe / Light Probe Update: we can make custom passes / use the available callback function, so that we can insert commands from other scripts. But we are always free to edit the pipeline :). As you can see these are legacy pipeline event names so this approach is not supported in SRP. ⚠️ In legacy pipeline, we can extend the pipeline by adding CommandBuffer to different CameraEvents. Just set the global texture with the name you want:ĬmdColorOpaque.SetGlobalTexture(m_GrabOpaqueRTid, m_ColorRT) For example, grab the color texture after rendering opaque objects so that we can use in transparent objects and achieve distortion effect. The workaround is, we can “grab” any color textures at different stages in pipeline. Although we can implement it in SRP but better find an alternative way to fake it. ![]() ⚠️ In legacy pipelines, this is a very expensive operation because it t riggers re-rendering of objects. m_DepthRTid’s has the name “_CameraDepthTexture”ĬmdDepthOpaque.SetGlobalTexture(m_DepthRTid, m_DepthRT) ![]() Objects with Zwrite On will generate depth dataįilterSettings.renderQueueRange = RenderQueueRange.opaque ĭ = SortFlags.CommonOpaque Ĭull.visibleRenderers, ref drawSettingsDepth, filterSettings) m_DepthRT has the colour format = RenderTextureFormat.DepthĬmdDepthOpaque.SetRenderTarget(m_DepthRT) ĬmdDepthOpaque.ClearRenderTarget(true, true, Color.black) Ĭontext.ExecuteCommandBuffer(cmdDepthOpaque) For example, _CameraDepthTexture :ĬommandBuffer cmdDepthOpaque = new CommandBuffer() We have to implement them in the pipeline. Use in shader as usual, just pay attention to the order of rendering ✅ _CameraDepthTexture / Projector / Decal / Motion Vector textures geometry shaders, or fur quad pieces on the 3D model to imitate fur.īesides lighting / shadow variables, other built-in shader variables are set with : Suggested that we use alternative ways to achieve the same effect, e.g. ![]() Because it creates so many draw calls (1 pass = 1 draw call). ⚠️ Remember we used to have multi-pass shader like this to achieve layered fur? It is not supported anymore. ⚠️ Suggested that we better not to use surface shader anymore because it’s full of hidden magic which gives limitation to advanced shader programmers. _LightColor0, _WorldSpaceLightPos0Īs long as your pipeline is doing the above things correctly, they will work ✅ You set the Global Shader Properties of lights / GI data e.g. Call DrawRenderers with legacy pass names e.g. Surface Shader / Standard Shader / Other legacy lit shadersĪs long as you do the following things correctly :ġ. New DrawRendererSettings(camera, passNameDefault) ĭrawSettingsDefault.SetShaderPassName(1,passNameDefault) Private static ShaderPassName passNameDefault =ĭrawRendererSettings drawSettingsDefault = We can draw the shader passes without pass name / LightMode tag with : ShaderLab features / HLSL snippets / other things works like usual ✅ Should be e nabled by default, if not, it can also be turned on with :ĭrawSettingsBase.flags = DrawRendererFlags.EnableInstancing Just do instancing codes in shader as usual ✅ New DrawRendererSettings(camera, passNameBase) ĭrawSettingsBase.flags = DrawRendererFlags.EnableDynamicBatching Write the codes as usual.ĭynamic / static culling works like usual ✅ĭynamic batching is disabled by default, you can turn it on with : ✅ Doesn’t need to specifically care about it in codes. I stopped updating this note after 2018.x releases. (!) Alert: Below information might be outdated. *Note that my codes may not be perfectly optimised, but the concept itself won’t change. Here lists out exact what codes enable the Unity feature when making our custom SRP. I’ve created a new repository and you can grab here. If you are using 2019.1+, you might notice there is a big change to the SRP APIs.
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