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