using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.HDPipeline { public class HDRISkyRenderer : SkyRenderer { Material m_SkyHDRIMaterial; // Renders a cubemap into a render texture (can be cube or 2D) MaterialPropertyBlock m_PropertyBlock; HDRISky m_HdriSkyParams; public HDRISkyRenderer(HDRISky hdriSkyParams) { m_HdriSkyParams = hdriSkyParams; m_PropertyBlock = new MaterialPropertyBlock(); } public override void Build() { var hdrp = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset; m_SkyHDRIMaterial = CoreUtils.CreateEngineMaterial(hdrp.renderPipelineResources.hdriSky); } public override void Cleanup() { CoreUtils.Destroy(m_SkyHDRIMaterial); } public override void SetRenderTargets(BuiltinSkyParameters builtinParams) { if (builtinParams.depthBuffer == BuiltinSkyParameters.nullRT) { HDUtils.SetRenderTarget(builtinParams.commandBuffer, builtinParams.hdCamera, builtinParams.colorBuffer); } else { HDUtils.SetRenderTarget(builtinParams.commandBuffer, builtinParams.hdCamera, builtinParams.colorBuffer, builtinParams.depthBuffer); } } public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap) { m_SkyHDRIMaterial.SetTexture(HDShaderIDs._Cubemap, m_HdriSkyParams.hdriSky); m_SkyHDRIMaterial.SetVector(HDShaderIDs._SkyParam, new Vector4(m_HdriSkyParams.exposure, m_HdriSkyParams.multiplier, -m_HdriSkyParams.rotation, 0.0f)); // -rotation to match Legacy... // This matrix needs to be updated at the draw call frequency. m_PropertyBlock.SetMatrix(HDShaderIDs._PixelCoordToViewDirWS, builtinParams.pixelCoordToViewDirMatrix); CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_SkyHDRIMaterial, m_PropertyBlock, renderForCubemap ? 0 : 1); } public override bool IsValid() { return m_HdriSkyParams != null && m_SkyHDRIMaterial != null; } } }