216 lines
9.9 KiB
C#
216 lines
9.9 KiB
C#
using System;
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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.Internal
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{
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/// <summary>
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/// Render all objects that have a 'DepthNormals' and/or 'DepthNormalsOnly' pass into the given depth and normal buffers.
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/// </summary>
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public class DepthNormalOnlyPass : ScriptableRenderPass
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{
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internal List<ShaderTagId> shaderTagIds { get; set; }
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private RTHandle depthHandle { get; set; }
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private RTHandle normalHandle { get; set; }
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private RTHandle renderingLayersHandle { get; set; }
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internal bool enableRenderingLayers { get; set; } = false;
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internal RenderingLayerUtils.MaskSize renderingLayersMaskSize { get; set; }
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private FilteringSettings m_FilteringSettings;
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private PassData m_PassData;
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// Constants
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private static readonly List<ShaderTagId> k_DepthNormals = new List<ShaderTagId> { new ShaderTagId("DepthNormals"), new ShaderTagId("DepthNormalsOnly") };
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private static readonly RTHandle[] k_ColorAttachment1 = new RTHandle[1];
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private static readonly RTHandle[] k_ColorAttachment2 = new RTHandle[2];
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/// <summary>
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/// Creates a new <c>DepthNormalOnlyPass</c> instance.
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/// </summary>
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/// <param name="evt">The <c>RenderPassEvent</c> to use.</param>
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/// <param name="renderQueueRange">The <c>RenderQueueRange</c> to use for creating filtering settings that control what objects get rendered.</param>
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/// <param name="layerMask">The layer mask to use for creating filtering settings that control what objects get rendered.</param>
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/// <seealso cref="RenderPassEvent"/>
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/// <seealso cref="RenderQueueRange"/>
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/// <seealso cref="LayerMask"/>
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public DepthNormalOnlyPass(RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask)
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{
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base.profilingSampler = new ProfilingSampler(nameof(DepthNormalOnlyPass));
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m_PassData = new PassData();
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m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
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renderPassEvent = evt;
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useNativeRenderPass = false;
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this.shaderTagIds = k_DepthNormals;
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}
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/// <summary>
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/// Finds the format to use for the normals texture.
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/// </summary>
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/// <returns>The GraphicsFormat to use with the Normals texture.</returns>
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public static GraphicsFormat GetGraphicsFormat()
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{
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if (SystemInfo.IsFormatSupported(GraphicsFormat.R8G8B8A8_SNorm, GraphicsFormatUsage.Render))
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return GraphicsFormat.R8G8B8A8_SNorm; // Preferred format
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else if (SystemInfo.IsFormatSupported(GraphicsFormat.R16G16B16A16_SFloat, GraphicsFormatUsage.Render))
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return GraphicsFormat.R16G16B16A16_SFloat; // fallback
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else
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return GraphicsFormat.R32G32B32A32_SFloat; // fallback
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}
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/// <summary>
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/// Configures the pass.
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/// </summary>
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/// <param name="depthHandle">The <c>RTHandle</c> used to render depth to.</param>
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/// <param name="normalHandle">The <c>RTHandle</c> used to render normals.</param>
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/// <seealso cref="RTHandle"/>
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public void Setup(RTHandle depthHandle, RTHandle normalHandle)
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{
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this.depthHandle = depthHandle;
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this.normalHandle = normalHandle;
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enableRenderingLayers = false;
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}
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/// <summary>
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/// Configure the pass
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/// </summary>
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/// <param name="depthHandle">The <c>RTHandle</c> used to render depth to.</param>
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/// <param name="normalHandle">The <c>RTHandle</c> used to render normals.</param>
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/// <param name="decalLayerHandle">The <c>RTHandle</c> used to render decals.</param>
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public void Setup(RTHandle depthHandle, RTHandle normalHandle, RTHandle decalLayerHandle)
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{
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Setup(depthHandle, normalHandle);
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renderingLayersHandle = decalLayerHandle;
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enableRenderingLayers = true;
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}
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/// <inheritdoc/>
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public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData)
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{
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RTHandle[] colorHandles;
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if (enableRenderingLayers)
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{
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k_ColorAttachment2[0] = normalHandle;
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k_ColorAttachment2[1] = renderingLayersHandle;
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colorHandles = k_ColorAttachment2;
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}
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else
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{
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k_ColorAttachment1[0] = normalHandle;
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colorHandles = k_ColorAttachment1;
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}
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if (renderingData.cameraData.renderer.useDepthPriming && (renderingData.cameraData.renderType == CameraRenderType.Base || renderingData.cameraData.clearDepth))
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ConfigureTarget(colorHandles, renderingData.cameraData.renderer.cameraDepthTargetHandle);
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else
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ConfigureTarget(colorHandles, depthHandle);
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ConfigureClear(ClearFlag.All, Color.black);
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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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using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.DepthNormalPrepass)))
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{
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// Enable Rendering Layers
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if (passData.enableRenderingLayers)
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.WriteRenderingLayers, true);
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// Draw
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cmd.DrawRendererList(rendererList);
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// Clean up
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if (passData.enableRenderingLayers)
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.WriteRenderingLayers, false);
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}
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}
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/// <inheritdoc/>
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public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
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{
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InitPassData(ref renderingData, ref m_PassData);
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var param = InitRendererListParams(ref renderingData);
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var rendererList = context.CreateRendererList(ref param);
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ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData, rendererList, ref renderingData);
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}
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/// <inheritdoc/>
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public override void OnCameraCleanup(CommandBuffer cmd)
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{
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if (cmd == null)
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{
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throw new ArgumentNullException("cmd");
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}
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normalHandle = null;
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depthHandle = null;
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renderingLayersHandle = null;
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}
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/// <summary>
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/// Shared pass data
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/// </summary>
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private class PassData
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{
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internal TextureHandle cameraDepthTexture;
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internal TextureHandle cameraNormalsTexture;
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internal RenderingData renderingData;
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internal bool enableRenderingLayers;
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internal RenderingLayerUtils.MaskSize maskSize;
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internal RendererListHandle rendererList;
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}
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/// <summary>
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/// Initialize the shared pass data.
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/// </summary>
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/// <param name="passData"></param>
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private void InitPassData(ref RenderingData renderingData, ref PassData passData)
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{
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passData.enableRenderingLayers = enableRenderingLayers;
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passData.renderingData = renderingData;
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}
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private RendererListParams InitRendererListParams(ref RenderingData renderingData)
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{
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var sortFlags = renderingData.cameraData.defaultOpaqueSortFlags;
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var drawSettings = RenderingUtils.CreateDrawingSettings(this.shaderTagIds, ref renderingData, sortFlags);
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drawSettings.perObjectData = PerObjectData.None;
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return new RendererListParams(renderingData.cullResults, drawSettings, m_FilteringSettings);
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}
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internal void Render(RenderGraph renderGraph, TextureHandle cameraNormalsTexture, TextureHandle cameraDepthTexture, TextureHandle renderingLayersTexture, ref RenderingData renderingData)
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{
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using (var builder = renderGraph.AddRasterRenderPass<PassData>("DepthNormals Prepass", out var passData, base.profilingSampler))
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{
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passData.cameraNormalsTexture = builder.UseTextureFragment(cameraNormalsTexture, 0, IBaseRenderGraphBuilder.AccessFlags.Write);
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passData.cameraDepthTexture = builder.UseTextureFragmentDepth(cameraDepthTexture, IBaseRenderGraphBuilder.AccessFlags.Write);
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InitPassData(ref renderingData, ref passData);
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if (passData.enableRenderingLayers)
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{
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builder.UseTextureFragment(renderingLayersTexture, 1, IBaseRenderGraphBuilder.AccessFlags.Write);
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passData.maskSize = renderingLayersMaskSize;
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}
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var param = InitRendererListParams(ref renderingData);
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passData.rendererList = renderGraph.CreateRendererList(param);
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builder.UseRendererList(passData.rendererList);
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// TODO RENDERGRAPH: culling? force culling off for testing
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builder.AllowPassCulling(false);
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// Required here because of RenderingLayerUtils.SetupProperties
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builder.AllowGlobalStateModification(true);
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builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
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{
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RenderingLayerUtils.SetupProperties(context.cmd, data.maskSize);
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ExecutePass(context.cmd, data, data.rendererList, ref data.renderingData);
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});
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}
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RenderGraphUtils.SetGlobalTexture(renderGraph, "_CameraNormalsTexture", cameraNormalsTexture, "Set Camera Normals Texture");
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RenderGraphUtils.SetGlobalTexture(renderGraph,"_CameraDepthTexture", cameraDepthTexture, "Set Global CameraDepthTexture");
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}
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}
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}
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