5a570b2e52
Ring lights TBA
476 lines
23 KiB
C#
476 lines
23 KiB
C#
#if LIV_UNIVERSAL_RENDER
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using UnityEngine;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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namespace LIV.SDK.Unity
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{
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public partial class SDKRender : System.IDisposable
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{
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// Renders the clip plane in the foreground texture
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private SDKPass _clipPlanePass = null;
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// Renders the clipped opaque content in to the foreground texture alpha
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private SDKPass _combineAlphaPass = null;
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// Captures texture before post-effects
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private SDKPass _captureTexturePass = null;
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// Renders captured texture
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private SDKPass _applyTexturePass = null;
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// Renders background and foreground in single render
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private SDKPass _optimizedRenderingPass = null;
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private RenderPassEvent _clipPlaneRenderPassEvent = RenderPassEvent.AfterRenderingOpaques;
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private RenderPassEvent _addAlphaRenderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
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private RenderPassEvent _captureTextureRenderPassEvent = RenderPassEvent.BeforeRenderingPostProcessing;
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private RenderPassEvent _applyTextureRenderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
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private RenderPassEvent _optimizedRenderingPassEvent = RenderPassEvent.AfterRendering;
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// Tessellated quad
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private Mesh _clipPlaneMesh = null;
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// Clear material
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private Material _clipPlaneSimpleMaterial = null;
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// Transparent material for visual debugging
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private Material _clipPlaneSimpleDebugMaterial = null;
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// Tessellated height map clear material
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private Material _clipPlaneComplexMaterial = null;
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// Tessellated height map clear material for visual debugging
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private Material _clipPlaneComplexDebugMaterial = null;
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private Material _writeOpaqueToAlphaMaterial = null;
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private Material _combineAlphaMaterial = null;
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private Material _writeMaterial = null;
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private Material _forceForwardRenderingMaterial = null;
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private RenderTexture _backgroundRenderTexture = null;
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private RenderTexture _foregroundRenderTexture = null;
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private RenderTexture _optimizedRenderTexture = null;
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private RenderTexture _complexClipPlaneRenderTexture = null;
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private UniversalAdditionalCameraData _universalAdditionalCameraData = null;
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private RenderTargetIdentifier _cameraColorTextureIdentifier = new RenderTargetIdentifier("_CameraColorTexture");
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Material GetClipPlaneMaterial(bool debugClipPlane, bool complexClipPlane, ColorWriteMask colorWriteMask)
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{
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Material output;
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if (complexClipPlane)
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{
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output = debugClipPlane ? _clipPlaneComplexDebugMaterial : _clipPlaneComplexMaterial;
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output.SetTexture(SDKShaders.LIV_CLIP_PLANE_HEIGHT_MAP_PROPERTY, _complexClipPlaneRenderTexture);
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output.SetFloat(SDKShaders.LIV_TESSELLATION_PROPERTY, _inputFrame.clipPlane.tesselation);
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}
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else
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{
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output = debugClipPlane ? _clipPlaneSimpleDebugMaterial : _clipPlaneSimpleMaterial;
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}
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output.SetInt(SDKShaders.LIV_COLOR_MASK, (int)colorWriteMask);
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return output;
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}
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Material GetGroundClipPlaneMaterial(bool debugClipPlane, ColorWriteMask colorWriteMask)
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{
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Material output;
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output = debugClipPlane ? _clipPlaneSimpleDebugMaterial : _clipPlaneSimpleMaterial;
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output.SetInt(SDKShaders.LIV_COLOR_MASK, (int)colorWriteMask);
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return output;
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}
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bool useDeferredRendering {
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get {
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return _cameraInstance.actualRenderingPath == RenderingPath.DeferredLighting ||
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_cameraInstance.actualRenderingPath == RenderingPath.DeferredShading;
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}
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}
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bool interlacedRendering {
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get {
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return SDKUtils.FeatureEnabled(inputFrame.features, FEATURES.INTERLACED_RENDER);
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}
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}
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bool canRenderBackground {
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get {
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if (interlacedRendering)
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{
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// Render only if frame is even
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if (Time.frameCount % 2 != 0) return false;
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}
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return SDKUtils.FeatureEnabled(inputFrame.features, FEATURES.BACKGROUND_RENDER) && _backgroundRenderTexture != null;
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}
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}
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bool canRenderForeground {
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get {
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if (interlacedRendering)
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{
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// Render only if frame is odd
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if (Time.frameCount % 2 != 1) return false;
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}
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return SDKUtils.FeatureEnabled(inputFrame.features, FEATURES.FOREGROUND_RENDER) && _foregroundRenderTexture != null;
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}
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}
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bool canRenderOptimized {
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get {
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return SDKUtils.FeatureEnabled(inputFrame.features, FEATURES.OPTIMIZED_RENDER) && _optimizedRenderTexture != null; ;
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}
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}
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public SDKRender(LIV liv)
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{
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_liv = liv;
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CreateAssets();
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}
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public void Render()
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{
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UpdateBridgeResolution();
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UpdateBridgeInputFrame();
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SDKUtils.ApplyUserSpaceTransform(this);
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UpdateTextures();
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InvokePreRender();
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if (canRenderBackground) RenderBackground();
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if (canRenderForeground) RenderForeground();
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if (canRenderOptimized) RenderOptimized();
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IvokePostRender();
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SDKUtils.CreateBridgeOutputFrame(this);
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SDKBridge.IssuePluginEvent();
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}
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// Default render without any special changes
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private void RenderBackground()
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{
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SDKUtils.SetCamera(_cameraInstance, _cameraInstance.transform, _inputFrame, localToWorldMatrix, spectatorLayerMask);
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_cameraInstance.targetTexture = _backgroundRenderTexture;
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RenderTexture tempRenderTexture = null;
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bool overridePostProcessing = SDKUtils.FeatureEnabled(inputFrame.features, FEATURES.OVERRIDE_POST_PROCESSING);
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if (overridePostProcessing)
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{
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tempRenderTexture = RenderTexture.GetTemporary(_backgroundRenderTexture.width, _backgroundRenderTexture.height, 0, _backgroundRenderTexture.format);
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#if UNITY_EDITOR
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tempRenderTexture.name = "LIV.TemporaryRenderTexture";
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#endif
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_captureTexturePass.commandBuffer.Blit(BuiltinRenderTextureType.CurrentActive, tempRenderTexture);
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_applyTexturePass.commandBuffer.Blit(tempRenderTexture, BuiltinRenderTextureType.CurrentActive);
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SDKUniversalRenderFeature.AddPass(_captureTexturePass);
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SDKUniversalRenderFeature.AddPass(_applyTexturePass);
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}
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SDKShaders.StartRendering();
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SDKShaders.StartBackgroundRendering();
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InvokePreRenderBackground();
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SendTextureToBridge(_backgroundRenderTexture, TEXTURE_ID.BACKGROUND_COLOR_BUFFER_ID);
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_cameraInstance.Render();
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InvokePostRenderBackground();
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_cameraInstance.targetTexture = null;
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SDKShaders.StopBackgroundRendering();
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SDKShaders.StopRendering();
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if (overridePostProcessing)
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{
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_captureTexturePass.commandBuffer.Clear();
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_applyTexturePass.commandBuffer.Clear();
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RenderTexture.ReleaseTemporary(tempRenderTexture);
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}
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SDKUniversalRenderFeature.ClearPasses();
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}
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// Extract the image which is in front of our clip plane
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// The compositing is heavily relying on the alpha channel, therefore we want to make sure it does
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// not get corrupted by the postprocessing or any shader
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private void RenderForeground()
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{
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bool debugClipPlane = SDKUtils.FeatureEnabled(inputFrame.features, FEATURES.DEBUG_CLIP_PLANE);
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bool renderComplexClipPlane = SDKUtils.FeatureEnabled(inputFrame.features, FEATURES.COMPLEX_CLIP_PLANE);
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bool renderGroundClipPlane = SDKUtils.FeatureEnabled(inputFrame.features, FEATURES.GROUND_CLIP_PLANE);
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bool overridePostProcessing = SDKUtils.FeatureEnabled(inputFrame.features, FEATURES.OVERRIDE_POST_PROCESSING);
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bool fixPostEffectsAlpha = SDKUtils.FeatureEnabled(inputFrame.features, FEATURES.FIX_FOREGROUND_ALPHA) | _liv.fixPostEffectsAlpha;
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MonoBehaviour[] behaviours = null;
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bool[] wasBehaviourEnabled = null;
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if (disableStandardAssets) SDKUtils.DisableStandardAssets(_cameraInstance, ref behaviours, ref wasBehaviourEnabled);
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// Capture camera defaults
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CameraClearFlags capturedClearFlags = _cameraInstance.clearFlags;
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Color capturedBgColor = _cameraInstance.backgroundColor;
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Color capturedFogColor = RenderSettings.fogColor;
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// Make sure that fog does not corrupt alpha channel
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RenderSettings.fogColor = new Color(capturedFogColor.r, capturedFogColor.g, capturedFogColor.b, 0f);
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SDKUtils.SetCamera(_cameraInstance, _cameraInstance.transform, _inputFrame, localToWorldMatrix, spectatorLayerMask);
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_cameraInstance.clearFlags = CameraClearFlags.Color;
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_cameraInstance.backgroundColor = Color.clear;
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_cameraInstance.targetTexture = _foregroundRenderTexture;
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RenderTexture capturedAlphaRenderTexture = RenderTexture.GetTemporary(_foregroundRenderTexture.width, _foregroundRenderTexture.height, 0, _foregroundRenderTexture.format);
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#if UNITY_EDITOR
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capturedAlphaRenderTexture.name = "LIV.CapturedAlphaRenderTexture";
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#endif
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// Render opaque pixels into alpha channel
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_clipPlanePass.commandBuffer.DrawMesh(_clipPlaneMesh, Matrix4x4.identity, _writeOpaqueToAlphaMaterial, 0, 0);
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// Render clip plane
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Matrix4x4 clipPlaneTransform = localToWorldMatrix * (Matrix4x4)_inputFrame.clipPlane.transform;
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_clipPlanePass.commandBuffer.DrawMesh(_clipPlaneMesh, clipPlaneTransform,
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GetClipPlaneMaterial(debugClipPlane, renderComplexClipPlane, ColorWriteMask.All), 0, 0);
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// Render ground clip plane
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if (renderGroundClipPlane)
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{
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Matrix4x4 groundClipPlaneTransform = localToWorldMatrix * (Matrix4x4)_inputFrame.groundClipPlane.transform;
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_clipPlanePass.commandBuffer.DrawMesh(_clipPlaneMesh, groundClipPlaneTransform,
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GetGroundClipPlaneMaterial(debugClipPlane, ColorWriteMask.All), 0, 0);
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}
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// Copy alpha in to texture
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_clipPlanePass.commandBuffer.Blit(BuiltinRenderTextureType.CurrentActive, capturedAlphaRenderTexture);
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_clipPlanePass.commandBuffer.SetRenderTarget(_cameraColorTextureIdentifier);
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SDKUniversalRenderFeature.AddPass(_clipPlanePass);
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// Fix alpha corruption by post processing
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RenderTexture tempRenderTexture = null;
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if (overridePostProcessing || fixPostEffectsAlpha)
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{
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tempRenderTexture = RenderTexture.GetTemporary(_foregroundRenderTexture.width, _foregroundRenderTexture.height, 0, _foregroundRenderTexture.format);
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#if UNITY_EDITOR
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tempRenderTexture.name = "LIV.TemporaryRenderTexture";
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#endif
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_captureTexturePass.commandBuffer.Blit(BuiltinRenderTextureType.CurrentActive, tempRenderTexture);
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SDKUniversalRenderFeature.AddPass(_captureTexturePass);
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_writeMaterial.SetInt(SDKShaders.LIV_COLOR_MASK, overridePostProcessing ? (int)ColorWriteMask.All : (int)ColorWriteMask.Alpha);
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_applyTexturePass.commandBuffer.Blit(tempRenderTexture, BuiltinRenderTextureType.CurrentActive, _writeMaterial);
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SDKUniversalRenderFeature.AddPass(_applyTexturePass);
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}
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// Combine captured alpha with result alpha
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_combineAlphaMaterial.SetInt(SDKShaders.LIV_COLOR_MASK, (int)ColorWriteMask.Alpha);
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_combineAlphaPass.commandBuffer.Blit(capturedAlphaRenderTexture, BuiltinRenderTextureType.CurrentActive, _combineAlphaMaterial);
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SDKUniversalRenderFeature.AddPass(_combineAlphaPass);
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if (useDeferredRendering) SDKUtils.ForceForwardRendering(cameraInstance, _clipPlaneMesh, _forceForwardRenderingMaterial);
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SDKShaders.StartRendering();
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SDKShaders.StartForegroundRendering();
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InvokePreRenderForeground();
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SendTextureToBridge(_foregroundRenderTexture, TEXTURE_ID.FOREGROUND_COLOR_BUFFER_ID);
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_cameraInstance.Render();
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InvokePostRenderForeground();
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_cameraInstance.targetTexture = null;
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SDKShaders.StopForegroundRendering();
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SDKShaders.StopRendering();
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if (overridePostProcessing || fixPostEffectsAlpha)
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{
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_captureTexturePass.commandBuffer.Clear();
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_applyTexturePass.commandBuffer.Clear();
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RenderTexture.ReleaseTemporary(tempRenderTexture);
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}
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RenderTexture.ReleaseTemporary(capturedAlphaRenderTexture);
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_clipPlanePass.commandBuffer.Clear();
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_combineAlphaPass.commandBuffer.Clear();
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SDKUniversalRenderFeature.ClearPasses();
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// Revert camera defaults
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_cameraInstance.clearFlags = capturedClearFlags;
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_cameraInstance.backgroundColor = capturedBgColor;
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RenderSettings.fogColor = capturedFogColor;
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SDKUtils.RestoreStandardAssets(ref behaviours, ref wasBehaviourEnabled);
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}
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// Renders a single camera in a single texture with occlusion only from opaque objects.
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// This is the most performant option for mixed reality.
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// It does not support any transparency in the foreground layer.
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private void RenderOptimized()
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{
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bool debugClipPlane = SDKUtils.FeatureEnabled(inputFrame.features, FEATURES.DEBUG_CLIP_PLANE);
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bool renderComplexClipPlane = SDKUtils.FeatureEnabled(inputFrame.features, FEATURES.COMPLEX_CLIP_PLANE);
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bool renderGroundClipPlane = SDKUtils.FeatureEnabled(inputFrame.features, FEATURES.GROUND_CLIP_PLANE);
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SDKUtils.SetCamera(_cameraInstance, _cameraInstance.transform, _inputFrame, localToWorldMatrix, spectatorLayerMask);
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_cameraInstance.targetTexture = _optimizedRenderTexture;
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// Clear alpha channel
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_writeMaterial.SetInt(SDKShaders.LIV_COLOR_MASK, (int)ColorWriteMask.Alpha);
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_optimizedRenderingPass.commandBuffer.Blit(BuiltinRenderTextureType.None, BuiltinRenderTextureType.CurrentActive, _writeMaterial);
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// Render opaque pixels into alpha channel
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_writeOpaqueToAlphaMaterial.SetInt(SDKShaders.LIV_COLOR_MASK, (int)ColorWriteMask.Alpha);
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_optimizedRenderingPass.commandBuffer.DrawMesh(_clipPlaneMesh, Matrix4x4.identity, _writeOpaqueToAlphaMaterial, 0, 0);
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// Render clip plane
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Matrix4x4 clipPlaneTransform = localToWorldMatrix * (Matrix4x4)_inputFrame.clipPlane.transform;
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_optimizedRenderingPass.commandBuffer.DrawMesh(_clipPlaneMesh, clipPlaneTransform,
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GetClipPlaneMaterial(debugClipPlane, renderComplexClipPlane, ColorWriteMask.Alpha), 0, 0);
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// Render ground clip plane
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if (renderGroundClipPlane)
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{
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Matrix4x4 groundClipPlaneTransform = localToWorldMatrix * (Matrix4x4)_inputFrame.groundClipPlane.transform;
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_optimizedRenderingPass.commandBuffer.DrawMesh(_clipPlaneMesh, groundClipPlaneTransform,
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GetGroundClipPlaneMaterial(debugClipPlane, ColorWriteMask.Alpha), 0, 0);
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}
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SDKUniversalRenderFeature.AddPass(_optimizedRenderingPass);
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// TODO: this is just proprietary
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SDKShaders.StartRendering();
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SDKShaders.StartBackgroundRendering();
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InvokePreRenderBackground();
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SendTextureToBridge(_optimizedRenderTexture, TEXTURE_ID.OPTIMIZED_COLOR_BUFFER_ID);
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_cameraInstance.Render();
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InvokePostRenderBackground();
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_cameraInstance.targetTexture = null;
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SDKShaders.StopBackgroundRendering();
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SDKShaders.StopRendering();
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_optimizedRenderingPass.commandBuffer.Clear();
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SDKUniversalRenderFeature.ClearPasses();
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}
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private void CreateAssets()
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{
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bool cameraReferenceEnabled = cameraReference.enabled;
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if (cameraReferenceEnabled)
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{
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cameraReference.enabled = false;
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}
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bool cameraReferenceActive = cameraReference.gameObject.activeSelf;
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if (cameraReferenceActive)
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{
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cameraReference.gameObject.SetActive(false);
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}
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GameObject cloneGO = (GameObject)Object.Instantiate(cameraReference.gameObject, _liv.stage);
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_cameraInstance = (Camera)cloneGO.GetComponent("Camera");
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SDKUtils.CleanCameraBehaviours(_cameraInstance, _liv.excludeBehaviours);
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if (cameraReferenceActive != cameraReference.gameObject.activeSelf)
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{
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cameraReference.gameObject.SetActive(cameraReferenceActive);
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}
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if (cameraReferenceEnabled != cameraReference.enabled)
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{
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cameraReference.enabled = cameraReferenceEnabled;
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}
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_cameraInstance.name = "LIV Camera";
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if (_cameraInstance.tag == "MainCamera")
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{
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_cameraInstance.tag = "Untagged";
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}
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_cameraInstance.transform.localScale = Vector3.one;
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_cameraInstance.rect = new Rect(0, 0, 1, 1);
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_cameraInstance.depth = 0;
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#if UNITY_5_4_OR_NEWER
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_cameraInstance.stereoTargetEye = StereoTargetEyeMask.None;
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#endif
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#if UNITY_5_6_OR_NEWER
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_cameraInstance.allowMSAA = false;
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#endif
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_cameraInstance.enabled = false;
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_cameraInstance.gameObject.SetActive(true);
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_universalAdditionalCameraData = _cameraInstance.GetComponent<UniversalAdditionalCameraData>();
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_clipPlaneMesh = new Mesh();
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SDKUtils.CreateClipPlane(_clipPlaneMesh, 10, 10, true, 1000f);
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_clipPlaneSimpleMaterial = new Material(Shader.Find(SDKShaders.LIV_CLIP_PLANE_SIMPLE_SHADER));
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_clipPlaneSimpleDebugMaterial = new Material(Shader.Find(SDKShaders.LIV_CLIP_PLANE_SIMPLE_DEBUG_SHADER));
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_clipPlaneComplexMaterial = new Material(Shader.Find(SDKShaders.LIV_CLIP_PLANE_COMPLEX_SHADER));
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_clipPlaneComplexDebugMaterial = new Material(Shader.Find(SDKShaders.LIV_CLIP_PLANE_COMPLEX_DEBUG_SHADER));
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_writeOpaqueToAlphaMaterial = new Material(Shader.Find(SDKShaders.LIV_WRITE_OPAQUE_TO_ALPHA_SHADER));
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_combineAlphaMaterial = new Material(Shader.Find(SDKShaders.LIV_COMBINE_ALPHA_SHADER));
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_writeMaterial = new Material(Shader.Find(SDKShaders.LIV_WRITE_SHADER));
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_forceForwardRenderingMaterial = new Material(Shader.Find(SDKShaders.LIV_FORCE_FORWARD_RENDERING_SHADER));
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_clipPlanePass = new SDKPass();
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_clipPlanePass.renderPassEvent = _clipPlaneRenderPassEvent;
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_clipPlanePass.commandBuffer = new CommandBuffer();
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_combineAlphaPass = new SDKPass();
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_combineAlphaPass.renderPassEvent = _addAlphaRenderPassEvent;
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_combineAlphaPass.commandBuffer = new CommandBuffer();
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_captureTexturePass = new SDKPass();
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_captureTexturePass.renderPassEvent = _captureTextureRenderPassEvent;
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_captureTexturePass.commandBuffer = new CommandBuffer();
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_applyTexturePass = new SDKPass();
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_applyTexturePass.renderPassEvent = _applyTextureRenderPassEvent;
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_applyTexturePass.commandBuffer = new CommandBuffer();
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_optimizedRenderingPass = new SDKPass();
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_optimizedRenderingPass.renderPassEvent = _optimizedRenderingPassEvent;
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_optimizedRenderingPass.commandBuffer = new CommandBuffer();
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_universalAdditionalCameraData.antialiasing = AntialiasingMode.None;
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_universalAdditionalCameraData.antialiasingQuality = AntialiasingQuality.Low;
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_universalAdditionalCameraData.dithering = false;
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#if UNITY_EDITOR
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_clipPlaneMesh.name = "LIV.clipPlane";
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_clipPlaneSimpleMaterial.name = "LIV.clipPlaneSimple";
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_clipPlaneSimpleDebugMaterial.name = "LIV.clipPlaneSimpleDebug";
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_clipPlaneComplexMaterial.name = "LIV.clipPlaneComplex";
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_clipPlaneComplexDebugMaterial.name = "LIV.clipPlaneComplexDebug";
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_writeOpaqueToAlphaMaterial.name = "LIV.writeOpaqueToAlpha";
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_combineAlphaMaterial.name = "LIV.combineAlpha";
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_writeMaterial.name = "LIV.write";
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_forceForwardRenderingMaterial.name = "LIV.forceForwardRendering";
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_clipPlanePass.commandBuffer.name = "LIV.renderClipPlanes";
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_combineAlphaPass.commandBuffer.name = "LIV.foregroundCombineAlpha";
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_captureTexturePass.commandBuffer.name = "LIV.captureTexture";
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_applyTexturePass.commandBuffer.name = "LIV.applyTexture";
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_optimizedRenderingPass.commandBuffer.name = "LIV.optimizedRendering";
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#endif
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}
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private void DestroyAssets()
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{
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if (_cameraInstance != null)
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{
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Object.Destroy(_cameraInstance.gameObject);
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_cameraInstance = null;
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}
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SDKUtils.DestroyObject<Mesh>(ref _clipPlaneMesh);
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SDKUtils.DestroyObject<Material>(ref _clipPlaneSimpleMaterial);
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SDKUtils.DestroyObject<Material>(ref _clipPlaneSimpleDebugMaterial);
|
|
SDKUtils.DestroyObject<Material>(ref _clipPlaneComplexMaterial);
|
|
SDKUtils.DestroyObject<Material>(ref _clipPlaneComplexDebugMaterial);
|
|
SDKUtils.DestroyObject<Material>(ref _writeOpaqueToAlphaMaterial);
|
|
SDKUtils.DestroyObject<Material>(ref _combineAlphaMaterial);
|
|
SDKUtils.DestroyObject<Material>(ref _writeMaterial);
|
|
SDKUtils.DestroyObject<Material>(ref _forceForwardRenderingMaterial);
|
|
|
|
SDKUtils.DisposeObject<CommandBuffer>(ref _clipPlanePass.commandBuffer);
|
|
SDKUtils.DisposeObject<CommandBuffer>(ref _combineAlphaPass.commandBuffer);
|
|
SDKUtils.DisposeObject<CommandBuffer>(ref _captureTexturePass.commandBuffer);
|
|
SDKUtils.DisposeObject<CommandBuffer>(ref _applyTexturePass.commandBuffer);
|
|
SDKUtils.DisposeObject<CommandBuffer>(ref _optimizedRenderingPass.commandBuffer);
|
|
}
|
|
|
|
public void Dispose()
|
|
{
|
|
ReleaseBridgePoseControl();
|
|
DestroyAssets();
|
|
SDKUtils.DestroyTexture(ref _backgroundRenderTexture);
|
|
SDKUtils.DestroyTexture(ref _foregroundRenderTexture);
|
|
SDKUtils.DestroyTexture(ref _optimizedRenderTexture);
|
|
SDKUtils.DestroyTexture(ref _complexClipPlaneRenderTexture);
|
|
}
|
|
}
|
|
}
|
|
#endif |