using UnityEngine.Rendering; namespace UnityEngine.Experimental.Rendering.LightweightPipeline { public class DepthOnlyPass : ScriptableRenderPass { const string k_DepthPrepassTag = "Depth Prepass"; int kDepthBufferBits = 32; private RenderTargetHandle depthAttachmentHandle { get; set; } private RenderTextureDescriptor descriptor { get; set; } public FilterRenderersSettings opaqueFilterSettings { get; private set; } public void Setup( RenderTextureDescriptor baseDescriptor, RenderTargetHandle depthAttachmentHandle, SampleCount samples) { this.depthAttachmentHandle = depthAttachmentHandle; baseDescriptor.colorFormat = RenderTextureFormat.Depth; baseDescriptor.depthBufferBits = kDepthBufferBits; if ((int)samples > 1) { baseDescriptor.bindMS = (int)samples > 1; baseDescriptor.msaaSamples = (int)samples; } descriptor = baseDescriptor; } public DepthOnlyPass() { RegisterShaderPassName("DepthOnly"); opaqueFilterSettings = new FilterRenderersSettings(true) { renderQueueRange = RenderQueueRange.opaque, }; } public override void Execute(LightweightForwardRenderer renderer, ref ScriptableRenderContext context, ref CullResults cullResults, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get(k_DepthPrepassTag); using (new ProfilingSample(cmd, k_DepthPrepassTag)) { cmd.GetTemporaryRT(depthAttachmentHandle.id, descriptor, FilterMode.Point); SetRenderTarget( cmd, depthAttachmentHandle.Identifier(), RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, ClearFlag.Depth, Color.black, descriptor.dimension); 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, opaqueFilterSettings); context.StopMultiEye(camera); } else context.DrawRenderers(cullResults.visibleRenderers, ref drawSettings, opaqueFilterSettings); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } public override void FrameCleanup(CommandBuffer cmd) { if (depthAttachmentHandle != RenderTargetHandle.CameraTarget) { cmd.ReleaseTemporaryRT(depthAttachmentHandle.id); depthAttachmentHandle = RenderTargetHandle.CameraTarget; } } } }