39 lines
2.0 KiB
C#
39 lines
2.0 KiB
C#
using UnityEngine.Experimental.Rendering;
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using UnityEngine.Experimental.Rendering.RenderGraphModule;
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using UnityEngine.Rendering.Universal.Internal;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Used by DBuffer to copy depth into different texture.
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/// In future this should be replaced by proper depth copy logic, as current CopyDepthPass do not implement RecordRenderGraph.
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/// </summary>
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internal class DBufferCopyDepthPass : CopyDepthPass
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{
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public DBufferCopyDepthPass(RenderPassEvent evt, Material copyDepthMaterial, bool shouldClear = false, bool copyToDepth = false, bool copyResolvedDepth = false)
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: base(evt, copyDepthMaterial, shouldClear, copyToDepth, copyResolvedDepth)
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{
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}
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public override void RecordRenderGraph(RenderGraph renderGraph, FrameResources frameResources, ref RenderingData renderingData)
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{
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UniversalRenderer renderer = (UniversalRenderer)renderingData.cameraData.renderer;
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var depthDesc = renderingData.cameraData.cameraTargetDescriptor;
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depthDesc.graphicsFormat = GraphicsFormat.None; //Depth only rendering
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depthDesc.depthStencilFormat = renderingData.cameraData.cameraTargetDescriptor.depthStencilFormat;
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depthDesc.msaaSamples = 1;
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var depthTarget = UniversalRenderer.CreateRenderGraphTexture(renderGraph, depthDesc, DBufferRenderPass.s_DBufferDepthName, true);
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TextureHandle cameraDepthTexture = frameResources.GetTexture(UniversalResource.CameraDepthTexture);
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if (renderer.renderingModeActual == RenderingMode.Deferred)
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depthTarget = cameraDepthTexture;
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TextureHandle depthTexture = (renderer.renderingModeActual == RenderingMode.Deferred) ? renderer.activeDepthTexture : cameraDepthTexture;
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frameResources.SetTexture(UniversalResource.DBufferDepth, depthTarget);
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Render(renderGraph, depthTarget, depthTexture, ref renderingData);
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}
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}
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}
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