using System.Collections.Generic;
namespace UnityEngine.Rendering.Universal
{
///
/// Draw objects into the given color and depth target
///
/// You can use this pass to render objects that have a material and/or shader
/// with the pass names UniversalForward or SRPDefaultUnlit.
///
internal class DrawObjectsPass : ScriptableRenderPass
{
FilteringSettings m_FilteringSettings;
RenderStateBlock m_RenderStateBlock;
List m_ShaderTagIdList = new List();
string m_ProfilerTag;
bool m_IsOpaque;
public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference)
{
m_ProfilerTag = profilerTag;
m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward"));
m_ShaderTagIdList.Add(new ShaderTagId("LightweightForward"));
m_ShaderTagIdList.Add(new ShaderTagId("SRPDefaultUnlit"));
renderPassEvent = evt;
m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask);
m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing);
m_IsOpaque = opaque;
if (stencilState.enabled)
{
m_RenderStateBlock.stencilReference = stencilReference;
m_RenderStateBlock.mask = RenderStateMask.Stencil;
m_RenderStateBlock.stencilState = stencilState;
}
}
///
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag);
using (new ProfilingSample(cmd, m_ProfilerTag))
{
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
Camera camera = renderingData.cameraData.camera;
var sortFlags = (m_IsOpaque) ? renderingData.cameraData.defaultOpaqueSortFlags : SortingCriteria.CommonTransparent;
var drawSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortFlags);
context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref m_FilteringSettings, ref m_RenderStateBlock);
// Render objects that did not match any shader pass with error shader
RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, m_FilteringSettings, SortingCriteria.None);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}