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using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public class RenderTransparentForwardPass : ScriptableRenderPass
{
const string k_RenderTransparentsTag = "Render Transparents";
FilterRenderersSettings m_TransparentFilterSettings;
RenderTargetHandle colorAttachmentHandle { get; set; }
RenderTargetHandle depthAttachmentHandle { get; set; }
RenderTextureDescriptor descriptor { get; set; }
RendererConfiguration rendererConfiguration;
public RenderTransparentForwardPass()
{
RegisterShaderPassName("LightweightForward");
RegisterShaderPassName("SRPDefaultUnlit");
m_TransparentFilterSettings = new FilterRenderersSettings(true)
{
renderQueueRange = RenderQueueRange.transparent,
};
}
public void Setup(
RenderTextureDescriptor baseDescriptor,
RenderTargetHandle colorAttachmentHandle,
RenderTargetHandle depthAttachmentHandle,
RendererConfiguration configuration)
{
this.colorAttachmentHandle = colorAttachmentHandle;
this.depthAttachmentHandle = depthAttachmentHandle;
descriptor = baseDescriptor;
rendererConfiguration = configuration;
}
public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get(k_RenderTransparentsTag);
using (new ProfilingSample(cmd, k_RenderTransparentsTag))
{
RenderBufferLoadAction loadOp = RenderBufferLoadAction.Load;
RenderBufferStoreAction storeOp = RenderBufferStoreAction.Store;
SetRenderTarget(cmd, colorAttachmentHandle.Identifier(), loadOp, storeOp,
depthAttachmentHandle.Identifier(), loadOp, storeOp, ClearFlag.None, Color.black, descriptor.dimension);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
Camera camera = renderingData.cameraData.camera;
var drawSettings = CreateDrawRendererSettings(camera, SortFlags.CommonTransparent, rendererConfiguration, renderingData.supportsDynamicBatching);
context.DrawRenderers(renderingData.cullResults.visibleRenderers, ref drawSettings, m_TransparentFilterSettings);
// Render objects that did not match any shader pass with error shader
renderer.RenderObjectsWithError(context, ref renderingData.cullResults, camera, m_TransparentFilterSettings, SortFlags.None);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}