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// The pass "SRPDefaultUnlit" is a fall back to legacy unlit rendering and is required to support unity 2d + unity UI that render in the scene.
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ShaderPassName[] m_ForwardAndForwardOnlyPassNames = { new ShaderPassName(), new ShaderPassName(), HDShaderPassNames.s_SRPDefaultUnlitName}; |
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ShaderPassName[] m_ForwardOnlyPassNames = { new ShaderPassName(), HDShaderPassNames.s_SRPDefaultUnlitName }; |
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ShaderPassName[] m_AllTransparentPassNames = { HDShaderPassNames.s_TransparentDepthPrepassName, |
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HDShaderPassNames.s_TransparentBackfaceName, |
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HDShaderPassNames.s_TransparentDepthPostpassName, |
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HDShaderPassNames.s_SRPDefaultUnlitName }; |
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ShaderPassName[] m_ForwardOnlyPassNames = { new ShaderPassName(), HDShaderPassNames.s_SRPDefaultUnlitName}; |
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ShaderPassName[] m_AllForwardDebugDisplayPassNames = { HDShaderPassNames.s_TransparentBackfaceDebugDisplayName, |
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HDShaderPassNames.s_ForwardOnlyDebugDisplayName, |
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HDShaderPassNames.s_ForwardDebugDisplayName }; |
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ShaderPassName[] m_DepthOnlyAndDepthForwardOnlyPassNames = { HDShaderPassNames.s_DepthForwardOnlyName, HDShaderPassNames.s_DepthOnlyName }; |
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ShaderPassName[] m_DepthForwardOnlyPassNames = { HDShaderPassNames.s_DepthForwardOnlyName }; |
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ShaderPassName[] m_DepthOnlyPassNames = { HDShaderPassNames.s_DepthOnlyName }; |
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{ |
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CoreUtils.SetRenderTarget(cmd, m_CameraColorBufferRT, m_CameraDepthStencilBufferRT, ClearFlag.All, CoreUtils.clearColorAllBlack); |
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// Render Opaque forward
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RenderOpaqueRenderList(cull, hdCamera.camera, renderContext, cmd, HDShaderPassNames.s_ForwardDebugDisplayName, m_currentRendererConfigurationBakedLighting); |
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RenderOpaqueRenderList(cull, hdCamera.camera, renderContext, cmd, m_AllForwardDebugDisplayPassNames, m_currentRendererConfigurationBakedLighting); |
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RenderTransparentRenderList(cull, hdCamera.camera, renderContext, cmd, HDShaderPassNames.s_ForwardDebugDisplayName, m_currentRendererConfigurationBakedLighting); |
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RenderTransparentRenderList(cull, hdCamera.camera, renderContext, cmd, m_AllForwardDebugDisplayPassNames, m_currentRendererConfigurationBakedLighting); |
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} |
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} |
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