3.0 KiB
3.0 KiB
Combine animation sequences in script
The following example demonstrates how to use the multi-frame rendering API in your script to record converged animation sequences with path tracing or accumulation motion blur. To use it, attach the script to a Camera in your Scene and, in the component's context menu, click the “Start Recording” and “Stop Recording” actions.
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.HighDefinition;
public class FrameManager : MonoBehaviour
{
// The number of samples used for accumumation.
public int samples = 128;
[Range(0.0f, 1.0f)]
public float shutterInterval = 1.0f;
// The time during shutter interval when the shutter is fully open
[Range(0.0f, 1.0f)]
public float shutterFullyOpen = 0.25f;
// The time during shutter interval when the shutter begins closing.
[Range(0.0f, 1.0f)]
public float shutterBeginsClosing = 0.75f;
// The desired frame rate when recording subframes.
[Min(1)]
public int captureFrameRate = 30;
bool m_Recording = false;
int m_Iteration = 0;
int m_RecordedFrames = 0;
float m_OriginalDeltaTime = 0;
[ContextMenu("Start Recording")]
void BeginMultiframeRendering()
{
// Set the desired capture delta time before using the accumulation API
m_OriginalDeltaTime = Time.captureDeltaTime;
Time.captureDeltaTime = 1.0f / captureFrameRate;
RenderPipelineManager.beginFrameRendering += PrepareSubFrameCallBack;
HDRenderPipeline renderPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
renderPipeline.BeginRecording(samples, shutterInterval, shutterFullyOpen, shutterBeginsClosing);
m_Recording = true;
m_Iteration = 0;
m_RecordedFrames = 0;
}
[ContextMenu("Stop Recording")]
void StopMultiframeRendering()
{
RenderPipelineManager.beginFrameRendering -= PrepareSubFrameCallBack;
HDRenderPipeline renderPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
renderPipeline?.EndRecording();
m_Recording = false;
Time.captureDeltaTime = m_OriginalDeltaTime;
}
void PrepareSubFrameCallBack(ScriptableRenderContext cntx, Camera[] cams)
{
HDRenderPipeline renderPipeline = RenderPipelineManager.currentPipeline as HDRenderPipeline;
if (renderPipeline != null && m_Recording)
{
renderPipeline.PrepareNewSubFrame();
m_Iteration++;
}
if (m_Recording && m_Iteration % samples == 0)
{
ScreenCapture.CaptureScreenshot($"frame_{m_RecordedFrames++}.png");
}
}
void OnDestroy()
{
if (m_Recording)
{
StopMultiframeRendering();
}
}
void OnValidate()
{
// Make sure the shutter will begin closing sometime after it is fully open (and not before)
shutterBeginsClosing = Mathf.Max(shutterFullyOpen, shutterBeginsClosing);
}
}