using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.LightweightPipeline { public class RenderTransparentForwardPass : LightweightForwardPass { const string k_RenderTransparentsTag = "Render Transparents"; private FilterRenderersSettings transparentFilterSettings { get; set; } public RenderTransparentForwardPass(Material errorMaterial) : base(errorMaterial) { transparentFilterSettings = new FilterRenderersSettings(true) { renderQueueRange = RenderQueueRange.transparent, }; } public override void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get(k_RenderTransparentsTag); using (new ProfilingSample(cmd, k_RenderTransparentsTag)) { SetRenderTarget(cmd, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, clearFlag, CoreUtils.ConvertSRGBToActiveColorSpace(clearColor)); context.ExecuteCommandBuffer(cmd); cmd.Clear(); Camera camera = renderingData.cameraData.camera; var drawSettings = CreateDrawRendererSettings(camera, SortFlags.CommonTransparent, rendererConfiguration, dynamicBatching); context.DrawRenderers(cullResults.visibleRenderers, ref drawSettings, transparentFilterSettings); // Render objects that did not match any shader pass with error shader RenderObjectsWithError(ref context, ref cullResults, camera, transparentFilterSettings, SortFlags.None); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } } }