Files
RoomAwareVR/Assets/_Scripts/Eye-Tracking/GazeOverlayRendererFeature.cs

85 lines
3.3 KiB
C#

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.Rendering.RenderGraphModule;
// Render Feature, das den Sichtkegel mit fovealem und peripherem Bereich darstellt und pro Kamera aktiviert werden kann.
public class GazeOverlayRendererFeature : ScriptableRendererFeature
{
public sealed class GazeRenderPass : ScriptableRenderPass
{
internal Vector3 gazeOrigin;
internal Vector3 gazeDirection;
internal float foveaHalfRad = Mathf.Deg2Rad * 2.5f; // für 5° fovealer Bereich
internal float periHalfRad = Mathf.Deg2Rad * 10f; // für 20° peripheren Bereich
static readonly int gazeOriginID = Shader.PropertyToID("_GazeOrigin");
static readonly int gazeDirectionID = Shader.PropertyToID("_GazeDirection");
static readonly int foveaHalfRadID = Shader.PropertyToID("_FoveaAngle");
static readonly int periHalfRadID = Shader.PropertyToID("_PeriAngle");
readonly Material gazeMaterial;
public GazeRenderPass(Material material) => gazeMaterial = material;
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
Debug.Log("RecordRenderGraph");
var resourceData = frameData.Get<UniversalResourceData>();
TextureHandle depth = resourceData.activeDepthTexture;
TextureHandle color = resourceData.activeColorTexture;
using var builder = renderGraph.AddRasterRenderPass<PassData>("GazeOverlay", out var passData);
passData.depth = depth;
passData.color = color;
passData.gazeMaterial = gazeMaterial;
passData.gazeOrigin = gazeOrigin;
passData.gazeDirection = gazeDirection;
passData.foveaHalfRad = foveaHalfRad;
passData.periHalfRad = periHalfRad;
builder.UseTexture(depth, AccessFlags.Read);
builder.UseTexture(color, AccessFlags.ReadWrite);
builder.SetRenderAttachment(color, 0);
builder.SetRenderFunc((PassData data, RasterGraphContext ctx) =>
{
ctx.cmd.ClearRenderTarget(RTClearFlags.Color, new Color(1, 0, 1, 1), 1.0f, 0);
//ctx.cmd.SetGlobalVector(gazeOriginID, data.gazeOrigin);
//ctx.cmd.SetGlobalVector(gazeDirectionID, data.gazeDirection);
//ctx.cmd.SetGlobalFloat(foveaHalfRadID, data.foveaHalfRad);
//ctx.cmd.SetGlobalFloat(periHalfRadID, data.periHalfRad);
//Blitter.BlitTexture(ctx.cmd, data.depth, new Vector4(1, 1, 0, 0),
//data.gazeMaterial, 0);
});
}
class PassData
{
internal TextureHandle depth;
internal TextureHandle color;
internal Material gazeMaterial;
internal Vector3 gazeOrigin, gazeDirection;
internal float foveaHalfRad, periHalfRad;
}
}
[SerializeField] Material gazeOverlayMaterial;
GazeRenderPass pass;
public GazeRenderPass GetPass() { return pass; }
public override void Create()
{
pass = new GazeRenderPass(gazeOverlayMaterial);
Debug.Log("Feature created");
}
public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
{
renderer.EnqueuePass(pass);
}
}