TurnBasedStrategyCourse/Library/PackageCache/com.unity.render-pipelines..../Runtime/Passes/InvokeOnRenderObjectCallbac...

48 lines
1.9 KiB
C#

using UnityEngine.Experimental.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Invokes OnRenderObject callback
/// </summary>
internal class InvokeOnRenderObjectCallbackPass : ScriptableRenderPass
{
public InvokeOnRenderObjectCallbackPass(RenderPassEvent evt)
{
base.profilingSampler = new ProfilingSampler(nameof(InvokeOnRenderObjectCallbackPass));
renderPassEvent = evt;
//TODO: should we fix and re-enable native render pass for this pass?
// Currently disabled because when the callback is empty it causes an empty Begin/End RenderPass block, which causes artifacts on Vulkan
useNativeRenderPass = false;
}
/// <inheritdoc/>
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
renderingData.commandBuffer.InvokeOnRenderObjectCallbacks();
}
private class PassData
{
internal TextureHandle colorTarget;
internal TextureHandle depthTarget;
}
internal void Render(RenderGraph renderGraph, TextureHandle colorTarget, TextureHandle depthTarget, ref RenderingData renderingData)
{
using (var builder = renderGraph.AddRasterRenderPass<PassData>("OnRenderObject Callback Pass", out var passData,
base.profilingSampler))
{
passData.colorTarget = builder.UseTextureFragment(colorTarget, 0, IBaseRenderGraphBuilder.AccessFlags.Write);
passData.depthTarget = builder.UseTextureFragmentDepth(depthTarget, IBaseRenderGraphBuilder.AccessFlags.Write);
builder.AllowPassCulling(false);
builder.SetRenderFunc((PassData data, RasterGraphContext context) =>
{
context.cmd.InvokeOnRenderObjectCallbacks();
});
}
}
}
}