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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;
}
}
}