312 lines
15 KiB
C#
312 lines
15 KiB
C#
using System;
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using System.Collections.Generic;
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using Unity.Collections;
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using UnityEngine.Experimental.Rendering.RenderGraphModule;
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using UnityEngine.Rendering.Universal;
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using UnityEngine.Rendering;
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using UnityEngine.Scripting.APIUpdating;
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namespace UnityEngine.Experimental.Rendering.Universal
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{
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/// <summary>
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/// The scriptable render pass used with the render objects renderer feature.
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/// </summary>
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public class RenderObjectsPass : ScriptableRenderPass
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{
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RenderQueueType renderQueueType;
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FilteringSettings m_FilteringSettings;
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RenderObjects.CustomCameraSettings m_CameraSettings;
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string m_ProfilerTag;
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static ProfilingSampler s_ProfilingSampler;
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/// <summary>
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/// The override material to use.
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/// </summary>
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public Material overrideMaterial { get; set; }
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/// <summary>
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/// The pass index to use with the override material.
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/// </summary>
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public int overrideMaterialPassIndex { get; set; }
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/// <summary>
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/// The override shader to use.
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/// </summary>
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public Shader overrideShader { get; set; }
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/// <summary>
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/// The pass index to use with the override shader.
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/// </summary>
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public int overrideShaderPassIndex { get; set; }
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List<ShaderTagId> m_ShaderTagIdList = new List<ShaderTagId>();
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private PassData m_PassData;
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/// <summary>
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/// Sets the write and comparison function for depth.
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/// </summary>
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/// <param name="writeEnabled">Sets whether it should write to depth or not.</param>
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/// <param name="function">The depth comparison function to use.</param>
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[Obsolete("Use SetDepthState instead", true)]
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public void SetDetphState(bool writeEnabled, CompareFunction function = CompareFunction.Less)
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{
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SetDepthState(writeEnabled, function);
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}
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/// <summary>
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/// Sets the write and comparison function for depth.
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/// </summary>
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/// <param name="writeEnabled">Sets whether it should write to depth or not.</param>
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/// <param name="function">The depth comparison function to use.</param>
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public void SetDepthState(bool writeEnabled, CompareFunction function = CompareFunction.Less)
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{
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m_RenderStateBlock.mask |= RenderStateMask.Depth;
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m_RenderStateBlock.depthState = new DepthState(writeEnabled, function);
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}
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/// <summary>
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/// Sets up the stencil settings for the pass.
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/// </summary>
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/// <param name="reference">The stencil reference value.</param>
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/// <param name="compareFunction">The comparison function to use.</param>
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/// <param name="passOp">The stencil operation to use when the stencil test passes.</param>
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/// <param name="failOp">The stencil operation to use when the stencil test fails.</param>
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/// <param name="zFailOp">The stencil operation to use when the stencil test fails because of depth.</param>
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public void SetStencilState(int reference, CompareFunction compareFunction, StencilOp passOp, StencilOp failOp, StencilOp zFailOp)
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{
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StencilState stencilState = StencilState.defaultValue;
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stencilState.enabled = true;
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stencilState.SetCompareFunction(compareFunction);
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stencilState.SetPassOperation(passOp);
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stencilState.SetFailOperation(failOp);
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stencilState.SetZFailOperation(zFailOp);
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m_RenderStateBlock.mask |= RenderStateMask.Stencil;
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m_RenderStateBlock.stencilReference = reference;
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m_RenderStateBlock.stencilState = stencilState;
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}
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RenderStateBlock m_RenderStateBlock;
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/// <summary>
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/// The constructor for render objects pass.
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/// </summary>
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/// <param name="profilerTag">The profiler tag used with the pass.</param>
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/// <param name="renderPassEvent">Controls when the render pass executes.</param>
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/// <param name="shaderTags">List of shader tags to render with.</param>
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/// <param name="renderQueueType">The queue type for the objects to render.</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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/// <param name="cameraSettings">The settings for custom cameras values.</param>
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public RenderObjectsPass(string profilerTag, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings)
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{
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base.profilingSampler = new ProfilingSampler(nameof(RenderObjectsPass));
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m_ProfilerTag = profilerTag;
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s_ProfilingSampler = new ProfilingSampler(profilerTag);
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m_PassData = new PassData();
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this.renderPassEvent = renderPassEvent;
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this.renderQueueType = renderQueueType;
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this.overrideMaterial = null;
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this.overrideMaterialPassIndex = 0;
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this.overrideShader = null;
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this.overrideShaderPassIndex = 0;
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RenderQueueRange renderQueueRange = (renderQueueType == RenderQueueType.Transparent)
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? RenderQueueRange.transparent
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: RenderQueueRange.opaque;
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m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
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if (shaderTags != null && shaderTags.Length > 0)
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{
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foreach (var passName in shaderTags)
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m_ShaderTagIdList.Add(new ShaderTagId(passName));
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}
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else
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{
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m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit"));
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m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward"));
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m_ShaderTagIdList.Add(new ShaderTagId("UniversalForwardOnly"));
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}
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m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
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m_CameraSettings = cameraSettings;
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}
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internal RenderObjectsPass(URPProfileId profileId, RenderPassEvent renderPassEvent, string[] shaderTags, RenderQueueType renderQueueType, int layerMask, RenderObjects.CustomCameraSettings cameraSettings)
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: this(profileId.GetType().Name, renderPassEvent, shaderTags, renderQueueType, layerMask, cameraSettings)
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{
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s_ProfilingSampler = ProfilingSampler.Get(profileId);
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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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InitRendererLists(ref renderingData, ref m_PassData, context, default(RenderGraph), false);
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ExecutePass(m_PassData, ref renderingData, CommandBufferHelpers.GetRasterCommandBuffer(renderingData.commandBuffer), m_PassData.rendererList, renderingData.cameraData.IsCameraProjectionMatrixFlipped());
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}
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private static void ExecutePass(PassData passData, ref RenderingData renderingData, RasterCommandBuffer cmd, RendererList rendererList, bool isYFlipped)
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{
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ref var cameraData = ref renderingData.cameraData;
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Camera camera = cameraData.camera;
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// In case of camera stacking we need to take the viewport rect from base camera
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Rect pixelRect = renderingData.cameraData.pixelRect;
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float cameraAspect = (float)pixelRect.width / (float)pixelRect.height;
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using (new ProfilingScope(cmd, s_ProfilingSampler))
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{
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if (passData.cameraSettings.overrideCamera)
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{
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if (cameraData.xr.enabled)
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{
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Debug.LogWarning("RenderObjects pass is configured to override camera matrices. While rendering in stereo camera matrices cannot be overridden.");
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}
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else
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{
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Matrix4x4 projectionMatrix = Matrix4x4.Perspective(passData.cameraSettings.cameraFieldOfView, cameraAspect,
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camera.nearClipPlane, camera.farClipPlane);
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projectionMatrix = GL.GetGPUProjectionMatrix(projectionMatrix, isYFlipped);
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Matrix4x4 viewMatrix = cameraData.GetViewMatrix();
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Vector4 cameraTranslation = viewMatrix.GetColumn(3);
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viewMatrix.SetColumn(3, cameraTranslation + passData.cameraSettings.offset);
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RenderingUtils.SetViewAndProjectionMatrices(cmd, viewMatrix, projectionMatrix, false);
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}
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}
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var activeDebugHandler = GetActiveDebugHandler(ref renderingData);
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if (activeDebugHandler != null)
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{
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passData.debugRendererLists.DrawWithRendererList(cmd);
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}
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else
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{
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cmd.DrawRendererList(rendererList);
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}
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if (passData.cameraSettings.overrideCamera && passData.cameraSettings.restoreCamera && !cameraData.xr.enabled)
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{
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RenderingUtils.SetViewAndProjectionMatrices(cmd, cameraData.GetViewMatrix(), GL.GetGPUProjectionMatrix(cameraData.GetProjectionMatrix(0), isYFlipped), false);
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}
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}
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}
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private class PassData
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{
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internal RenderObjects.CustomCameraSettings cameraSettings;
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internal RenderPassEvent renderPassEvent;
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internal TextureHandle color;
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internal RenderingData renderingData;
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internal RendererListHandle rendererListHdl;
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internal DebugRendererLists debugRendererLists;
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// Required for code sharing purpose between RG and non-RG.
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internal RendererList rendererList;
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}
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private void InitPassData(ref RenderingData renderingData, ref PassData passData)
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{
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passData.cameraSettings = m_CameraSettings;
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passData.renderPassEvent = renderPassEvent;
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passData.renderingData = renderingData;
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}
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private void InitRendererLists(ref RenderingData renderingData, ref PassData passData, ScriptableRenderContext context, RenderGraph renderGraph, bool useRenderGraph)
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{
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ref var cameraData = ref renderingData.cameraData;
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SortingCriteria sortingCriteria = (renderQueueType == RenderQueueType.Transparent)
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? SortingCriteria.CommonTransparent
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: cameraData.defaultOpaqueSortFlags;
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DrawingSettings drawingSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortingCriteria);
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drawingSettings.overrideMaterial = overrideMaterial;
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drawingSettings.overrideMaterialPassIndex = overrideMaterialPassIndex;
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drawingSettings.overrideShader = overrideShader;
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drawingSettings.overrideShaderPassIndex = overrideShaderPassIndex;
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var activeDebugHandler = GetActiveDebugHandler(ref renderingData);
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var filterSettings = m_FilteringSettings;
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if (useRenderGraph)
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{
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if (activeDebugHandler != null)
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{
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passData.debugRendererLists = activeDebugHandler.CreateRendererListsWithDebugRenderState(renderGraph, ref renderingData, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock);
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}
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else
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{
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RenderingUtils.CreateRendererListWithRenderStateBlock(renderGraph, renderingData, drawingSettings, m_FilteringSettings, m_RenderStateBlock, ref passData.rendererListHdl);
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}
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}
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else
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{
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if (activeDebugHandler != null)
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{
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passData.debugRendererLists = activeDebugHandler.CreateRendererListsWithDebugRenderState(context, ref renderingData, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock);
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}
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else
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{
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RenderingUtils.CreateRendererListWithRenderStateBlock(context, renderingData, drawingSettings, m_FilteringSettings, m_RenderStateBlock, ref passData.rendererList);
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}
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}
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}
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/// <inheritdoc />
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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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using (var builder = renderGraph.AddRasterRenderPass<PassData>("Render Objects Pass", out var passData, s_ProfilingSampler))
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{
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InitPassData(ref renderingData, ref passData);
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TextureHandle color = renderer.activeColorTexture;
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passData.color = builder.UseTextureFragment(color, 0, IBaseRenderGraphBuilder.AccessFlags.Write);
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builder.UseTextureFragmentDepth(renderer.activeDepthTexture, IBaseRenderGraphBuilder.AccessFlags.Write);
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TextureHandle mainShadowsTexture = frameResources.GetTexture(UniversalResource.MainShadowsTexture);
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TextureHandle additionalShadowsTexture = frameResources.GetTexture(UniversalResource.AdditionalShadowsTexture);
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if (mainShadowsTexture.IsValid())
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builder.UseTexture(mainShadowsTexture, IBaseRenderGraphBuilder.AccessFlags.Read);
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if (additionalShadowsTexture.IsValid())
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builder.UseTexture(additionalShadowsTexture, IBaseRenderGraphBuilder.AccessFlags.Read);
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for (int i = 0; i < RenderGraphUtils.DBufferSize; ++i)
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{
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var dbuffer = frameResources.GetTexture((UniversalResource) (UniversalResource.DBuffer0 + i));
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if (dbuffer.IsValid())
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builder.UseTexture(dbuffer, IBaseRenderGraphBuilder.AccessFlags.Read);
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}
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TextureHandle ssaoTexture = frameResources.GetTexture(UniversalResource.SSAOTexture);
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if (ssaoTexture.IsValid())
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builder.UseTexture(ssaoTexture, IBaseRenderGraphBuilder.AccessFlags.Read);
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InitRendererLists(ref renderingData, ref passData, default(ScriptableRenderContext), renderGraph, true);
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var activeDebugHandler = GetActiveDebugHandler(ref renderingData);
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if (activeDebugHandler != null)
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{
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passData.debugRendererLists.PrepareRendererListForRasterPass(builder);
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}
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else
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{
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builder.UseRendererList(passData.rendererListHdl);
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}
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builder.AllowPassCulling(false);
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builder.AllowGlobalStateModification(true);
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builder.SetRenderFunc((PassData data, RasterGraphContext rgContext) =>
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{
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var isYFlipped = data.renderingData.cameraData.IsRenderTargetProjectionMatrixFlipped(data.color);
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ExecutePass(data, ref data.renderingData, rgContext.cmd, data.rendererListHdl, isYFlipped);
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});
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}
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}
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}
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}
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