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using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public class DrawSkyboxPass : ScriptableRenderPass
{
private RenderTargetHandle colorAttachmentHandle { get; set; }
private RenderTargetHandle depthAttachmentHandle { get; set; }
public void Setup(RenderTargetHandle colorHandle, RenderTargetHandle depthHandle)
{
this.colorAttachmentHandle = colorHandle;
this.depthAttachmentHandle = depthHandle;
}
public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get("Draw Skybox (Set RT's)");
if (renderingData.cameraData.isStereoEnabled && XRGraphicsConfig.eyeTextureDesc.dimension == TextureDimension.Tex2DArray)
{
cmd.SetRenderTarget(colorAttachmentHandle.Identifier(), depthAttachmentHandle.Identifier(), 0, CubemapFace.Unknown, -1);
}
else
{
cmd.SetRenderTarget(colorAttachmentHandle.Identifier(), depthAttachmentHandle.Identifier());
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
context.DrawSkybox(renderingData.cameraData.camera);
}
}
}