using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.LightweightPipeline { public class DepthOnlyPass : ScriptableRenderPass { const string k_SetupRenderTargetTag = "Setup Render Target"; const string k_DepthPrepassTag = "Depth Prepass"; int kDepthBufferBits = 32; public DepthOnlyPass(LightweightForwardRenderer renderer) : base(renderer) { RegisterShaderPassName("DepthOnly"); } public override void Setup(CommandBuffer cmd, RenderTextureDescriptor baseDescriptor, int[] colorAttachmentHandles, int depthAttachmentHandle = -1, int samples = 1) { base.Setup(cmd, baseDescriptor, colorAttachmentHandles, depthAttachmentHandle, samples); baseDescriptor.colorFormat = RenderTextureFormat.Depth; baseDescriptor.depthBufferBits = kDepthBufferBits; if (samples > 1) { baseDescriptor.bindMS = samples > 1; baseDescriptor.msaaSamples = samples; } cmd.GetTemporaryRT(depthAttachmentHandle, baseDescriptor, FilterMode.Point); } public override void Execute(ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get(k_DepthPrepassTag); using (new ProfilingSample(cmd, k_SetupRenderTargetTag)) { SetRenderTarget(cmd, GetSurface(depthAttachmentHandle), RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, ClearFlag.Depth, Color.black); context.ExecuteCommandBuffer(cmd); cmd.Clear(); var drawSettings = CreateDrawRendererSettings(renderingData.cameraData.camera, SortFlags.CommonOpaque, RendererConfiguration.None, renderingData.supportsDynamicBatching); if (renderingData.cameraData.isStereoEnabled) { Camera camera = renderingData.cameraData.camera; context.StartMultiEye(camera); context.DrawRenderers(cullResults.visibleRenderers, ref drawSettings, renderer.opaqueFilterSettings); context.StopMultiEye(camera); } else context.DrawRenderers(cullResults.visibleRenderers, ref drawSettings, renderer.opaqueFilterSettings); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } } }