102 lines
3.9 KiB
C#
102 lines
3.9 KiB
C#
using UObject = UnityEngine.Object;
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namespace UnityEngine.ProBuilder
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{
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internal partial class SelectionPickerRenderer
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{
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internal class SelectionPickerRendererHDRP : ISelectionPickerRenderer
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{
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public Texture2D RenderLookupTexture(
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Camera camera,
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Shader shader,
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string tag,
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int width = -1,
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int height = -1)
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{
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#if HDRP_7_1_0_OR_NEWER
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bool autoSize = width < 0 || height < 0;
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int _width = autoSize ? (int)camera.pixelRect.width : width;
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int _height = autoSize ? (int)camera.pixelRect.height : height;
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GameObject go = new GameObject();
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Camera renderCam = go.AddComponent<Camera>();
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renderCam.CopyFrom(camera);
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renderCam.renderingPath = RenderingPath.Forward;
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renderCam.enabled = false;
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renderCam.clearFlags = CameraClearFlags.SolidColor;
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renderCam.backgroundColor = Color.white;
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renderCam.allowHDR = false;
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renderCam.allowMSAA = false;
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renderCam.forceIntoRenderTexture = true;
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Rendering.HighDefinition.HDAdditionalCameraData hdCamData = go.AddComponent<Rendering.HighDefinition.HDAdditionalCameraData>();
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hdCamData.flipYMode = Rendering.HighDefinition.HDAdditionalCameraData.FlipYMode.ForceFlipY;
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hdCamData.customRender += CustomRenderPass;
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RenderTextureDescriptor descriptor = new RenderTextureDescriptor()
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{
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width = _width,
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height = _height,
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colorFormat = renderTextureFormat,
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autoGenerateMips = false,
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depthBufferBits = 16,
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dimension = UnityEngine.Rendering.TextureDimension.Tex2D,
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enableRandomWrite = false,
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memoryless = RenderTextureMemoryless.None,
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sRGB = false,
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useMipMap = false,
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volumeDepth = 1,
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msaaSamples = 1
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};
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RenderTexture rt = RenderTexture.GetTemporary(descriptor);
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RenderTexture prev = RenderTexture.active;
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renderCam.targetTexture = rt;
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RenderTexture.active = rt;
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renderCam.Render();
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Texture2D img = new Texture2D(_width, _height, textureFormat, false, false);
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img.ReadPixels(new Rect(0, 0, _width, _height), 0, 0);
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img.Apply();
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RenderTexture.active = prev;
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RenderTexture.ReleaseTemporary(rt);
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UObject.DestroyImmediate(go);
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return img;
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#else
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return null;
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#endif
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}
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#if HDRP_7_1_0_OR_NEWER
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static void CustomRenderPass(Rendering.ScriptableRenderContext ctx, Rendering.HighDefinition.HDCamera camera)
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{
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ctx.SetupCameraProperties(camera.camera);
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Rendering.CommandBuffer cb = new Rendering.CommandBuffer();
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cb.ClearRenderTarget(true, true, Color.white);
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ctx.ExecuteCommandBuffer(cb);
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ctx.Submit();
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Rendering.DrawingSettings drawSettings = new Rendering.DrawingSettings();
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drawSettings.SetShaderPassName(0, new Rendering.ShaderTagId("Always"));
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Rendering.FilteringSettings filterSettings = Rendering.FilteringSettings.defaultValue;
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if (camera.camera.TryGetCullingParameters(out Rendering.ScriptableCullingParameters cullParams))
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{
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Rendering.CullingResults cullResuts = ctx.Cull(ref cullParams);
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ctx.DrawRenderers(cullResuts, ref drawSettings, ref filterSettings);
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}
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}
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#endif
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}
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}
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}
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