49 lines
1.9 KiB
C#
49 lines
1.9 KiB
C#
using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.Universal
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{
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/// <summary>
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/// Applies relevant settings before rendering transparent objects
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/// </summary>
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internal class TransparentSettingsPass : ScriptableRenderPass
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{
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bool m_shouldReceiveShadows;
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const string m_ProfilerTag = "Transparent Settings Pass";
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private static readonly ProfilingSampler m_ProfilingSampler = new ProfilingSampler(m_ProfilerTag);
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public TransparentSettingsPass(RenderPassEvent evt, bool shadowReceiveSupported)
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{
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base.profilingSampler = new ProfilingSampler(nameof(TransparentSettingsPass));
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renderPassEvent = evt;
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m_shouldReceiveShadows = shadowReceiveSupported;
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}
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public bool Setup(ref RenderingData renderingData)
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{
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// Currently we only need to enqueue this pass when the user
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// doesn't want transparent objects to receive shadows
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return !m_shouldReceiveShadows;
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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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// Get a command buffer...
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var cmd = renderingData.commandBuffer;
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ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(cmd), m_shouldReceiveShadows);
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}
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public static void ExecutePass(RasterCommandBuffer cmd, bool shouldReceiveShadows)
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{
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using (new ProfilingScope(cmd, m_ProfilingSampler))
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{
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// Toggle light shadows enabled based on the renderer setting set in the constructor
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadows, shouldReceiveShadows);
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.MainLightShadowCascades, shouldReceiveShadows);
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CoreUtils.SetKeyword(cmd, ShaderKeywordStrings.AdditionalLightShadows, shouldReceiveShadows);
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}
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}
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}
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}
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