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