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49 行
2.3 KiB
49 行
2.3 KiB
using UnityEngine.Rendering;
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namespace UnityEngine.Experimental.Rendering.LightweightPipeline
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{
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public class RenderOpaqueForwardPass : LightweightForwardPass
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{
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const string k_RenderOpaquesTag = "Render Opaques";
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public FilterRenderersSettings opaqueFilterSettings { get; private set; }
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public RenderOpaqueForwardPass(Material errorMaterial) : base(errorMaterial)
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{
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opaqueFilterSettings = new FilterRenderersSettings(true)
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{
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renderQueueRange = RenderQueueRange.opaque,
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};
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}
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public override void Execute(ref ScriptableRenderContext context,
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ref CullResults cullResults,
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ref RenderingData renderingData)
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{
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CommandBuffer cmd = CommandBufferPool.Get(k_RenderOpaquesTag);
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using (new ProfilingSample(cmd, k_RenderOpaquesTag))
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{
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SetRenderTarget(cmd, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store, clearFlag, CoreUtils.ConvertSRGBToActiveColorSpace(clearColor));
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// TODO: We need a proper way to handle multiple camera/ camera stack. Issue is: multiple cameras can share a same RT
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// (e.g, split screen games). However devs have to be dilligent with it and know when to clear/preserve color.
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// For now we make it consistent by resolving viewport with a RT until we can have a proper camera management system
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//if (colorAttachmentHandle == -1 && !cameraData.isDefaultViewport)
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// cmd.SetViewport(camera.pixelRect);
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context.ExecuteCommandBuffer(cmd);
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cmd.Clear();
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Camera camera = renderingData.cameraData.camera;
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var drawSettings = CreateDrawRendererSettings(camera, SortFlags.CommonOpaque, rendererConfiguration, dynamicBatching);
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context.DrawRenderers(cullResults.visibleRenderers, ref drawSettings, opaqueFilterSettings);
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// Render objects that did not match any shader pass with error shader
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RenderObjectsWithError(ref context, ref cullResults, camera, opaqueFilterSettings, SortFlags.None);
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}
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context.ExecuteCommandBuffer(cmd);
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CommandBufferPool.Release(cmd);
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}
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}
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}
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