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RenderTargetIdentifier m_CameraStencilBufferCopyRT; |
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RenderTargetIdentifier m_HTileRT; |
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// The pass "SRPDefaultUnlit" is a fallback to legacy unlit rendering and is required to support unity 2d + unity UI that render in the scene.
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ShaderPassName[] m_ForwardPassNames = { new ShaderPassName(), HDShaderPassNames.s_SRPDefaultUnlitName}; |
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// Post-processing context and screen-space effects (recycled on every frame to avoid GC alloc)
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readonly PostProcessRenderContext m_PostProcessContext; |
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readonly ScreenSpaceAmbientOcclusionEffect m_SsaoEffect; |
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m_LightLoop.RenderForward(camera, cmd, renderOpaque); |
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// The pass "SRPDefaultUnlit" is a fallback to legacy unlit rendering and is required to support unity 2d + unity UI that render in the scene.
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var arrayNames = new [] { passName, HDShaderPassNames.s_SRPDefaultUnlitName}; |
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m_ForwardPassNames[0] = passName; |
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RenderOpaqueRenderList(cullResults, camera, renderContext, cmd, arrayNames, HDUtils.k_RendererConfigurationBakedLighting, null, m_DepthStateOpaqueWithPrepass); |
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RenderOpaqueRenderList(cullResults, camera, renderContext, cmd, m_ForwardPassNames, HDUtils.k_RendererConfigurationBakedLighting, null, m_DepthStateOpaqueWithPrepass); |
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RenderTransparentRenderList(cullResults, camera, renderContext, cmd, arrayNames, HDUtils.k_RendererConfigurationBakedLighting); |
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RenderTransparentRenderList(cullResults, camera, renderContext, cmd, m_ForwardPassNames, HDUtils.k_RendererConfigurationBakedLighting); |
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} |
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} |
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} |
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