TurnBasedStrategyCourse/Library/PackageCache/com.unity.render-pipelines..../Runtime/Decal/DecalPreviewPass.cs

79 lines
3.6 KiB
C#

using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Experimental.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal
{
internal class DecalPreviewPass : ScriptableRenderPass
{
private FilteringSettings m_FilteringSettings;
private List<ShaderTagId> m_ShaderTagIdList;
private ProfilingSampler m_ProfilingSampler;
private PassData m_PassData;
public DecalPreviewPass()
{
renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
ConfigureInput(ScriptableRenderPassInput.Depth); // Require depth
m_ProfilingSampler = new ProfilingSampler("Decal Preview Render");
m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1);
m_ShaderTagIdList = new List<ShaderTagId>();
m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DecalScreenSpaceMesh));
m_PassData = new PassData();
}
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags;
DrawingSettings drawingSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria);
var param = new RendererListParams(renderingData.cullResults, drawingSettings, m_FilteringSettings);
var rendererList = context.CreateRendererList(ref param);
using (new ProfilingScope(renderingData.commandBuffer, m_ProfilingSampler))
{
ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData, rendererList, ref renderingData);
}
}
private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RendererList rendererList, ref RenderingData renderingData)
{
{
cmd.DrawRendererList(rendererList);
}
}
private class PassData
{
internal RenderingData renderingData;
internal RendererListHandle rendererList;
}
public override void RecordRenderGraph(RenderGraph renderGraph, FrameResources frameResources, ref RenderingData renderingData)
{
using (var builder = renderGraph.AddRasterRenderPass<PassData>("Decal Preview Pass", out var passData, m_ProfilingSampler))
{
passData.renderingData = renderingData;
UniversalRenderer renderer = (UniversalRenderer)renderingData.cameraData.renderer;
builder.UseTextureFragment(renderer.activeColorTexture, 0, IBaseRenderGraphBuilder.AccessFlags.Write);
builder.UseTextureFragmentDepth(renderer.activeDepthTexture, IBaseRenderGraphBuilder.AccessFlags.Read);
SortingCriteria sortingCriteria = renderingData.cameraData.defaultOpaqueSortFlags;
DrawingSettings drawingSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria);
var param = new RendererListParams(renderingData.cullResults, drawingSettings, m_FilteringSettings);
passData.rendererList = renderGraph.CreateRendererList(param);
builder.UseRendererList(passData.rendererList);
builder.SetRenderFunc((PassData data, RasterGraphContext rgContext) =>
{
ExecutePass(rgContext.cmd, data, data.rendererList, ref data.renderingData);
});
}
}
}
}