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private static readonly ShaderPassName m_DepthPrepass = new ShaderPassName("DepthOnly"); |
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private static readonly ShaderPassName m_LitPassName = new ShaderPassName("LightweightForward"); |
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private static readonly ShaderPassName m_UnlitPassName = new ShaderPassName("SRPDefaultUnlit"); // Renders all shaders without a lightmode tag
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private static readonly ShaderPassName m_DebugViewPass = new ShaderPassName("DebugView"); |
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// Legacy pass names
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public static readonly ShaderPassName s_AlwaysName = new ShaderPassName("Always"); |
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private void DebugViewPass(FrameRenderingConfiguration frameRenderingConfiguration, ref ScriptableRenderContext context, bool stereoEnabled) |
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{ |
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//Set up buffers.
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//Draw
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var debugViewDrawSettings = new DrawRendererSettings(m_CurrCamera, m_DebugViewPass); |
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debugViewDrawSettings.sorting.flags = SortFlags.CommonOpaque; |
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var debugViewFilterSettings = new FilterRenderersSettings(true) |
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{ |
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renderQueueRange = RenderQueueRange.opaque |
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}; |
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context.DrawRenderers(m_CullResults.visibleRenderers, ref debugViewDrawSettings, debugViewFilterSettings); |
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} |
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private void ForwardPass(List<VisibleLight> visibleLights, FrameRenderingConfiguration frameRenderingConfiguration, ref ScriptableRenderContext context, ref LightData lightData, bool stereoEnabled) |
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