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using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public class RenderTransparentForwardPass : LightweightForwardPass
{
const string k_RenderTransparentsTag = "Render Transparents";
private FilterRenderersSettings transparentFilterSettings { get; set; }
public RenderTransparentForwardPass()
{
transparentFilterSettings = new FilterRenderersSettings(true)
{
renderQueueRange = RenderQueueRange.transparent,
};
}
public override void Execute(ScriptableRenderer renderer, ref ScriptableRenderContext context,
ref CullResults cullResults,
ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get(k_RenderTransparentsTag);
using (new ProfilingSample(cmd, k_RenderTransparentsTag))
{
SetRenderTarget(cmd, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, clearFlag, CoreUtils.ConvertSRGBToActiveColorSpace(clearColor));
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
Camera camera = renderingData.cameraData.camera;
var drawSettings = CreateDrawRendererSettings(camera, SortFlags.CommonTransparent, rendererConfiguration, dynamicBatching);
context.DrawRenderers(cullResults.visibleRenderers, ref drawSettings, transparentFilterSettings);
// Render objects that did not match any shader pass with error shader
RenderObjectsWithError(renderer, ref context, ref cullResults, camera, transparentFilterSettings, SortFlags.None);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}