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using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public class DepthOnlyPass : ScriptableRenderPass
{
const string k_DepthPrepassTag = "Depth Prepass";
int kDepthBufferBits = 32;
private RenderTargetHandle depthAttachmentHandle { get; set; }
private RenderTextureDescriptor descriptor { get; set; }
public FilterRenderersSettings opaqueFilterSettings { get; private set; }
public void Setup(
RenderTextureDescriptor baseDescriptor,
RenderTargetHandle depthAttachmentHandle,
SampleCount samples)
{
this.depthAttachmentHandle = depthAttachmentHandle;
baseDescriptor.colorFormat = RenderTextureFormat.Depth;
baseDescriptor.depthBufferBits = kDepthBufferBits;
if ((int)samples > 1)
{
baseDescriptor.bindMS = (int)samples > 1;
baseDescriptor.msaaSamples = (int)samples;
}
descriptor = baseDescriptor;
}
public DepthOnlyPass()
{
RegisterShaderPassName("DepthOnly");
opaqueFilterSettings = new FilterRenderersSettings(true)
{
renderQueueRange = RenderQueueRange.opaque,
};
}
public override void Execute(LightweightForwardRenderer renderer, ref ScriptableRenderContext context,
ref CullResults cullResults,
ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get(k_DepthPrepassTag);
using (new ProfilingSample(cmd, k_DepthPrepassTag))
{
cmd.GetTemporaryRT(depthAttachmentHandle.id, descriptor, FilterMode.Point);
SetRenderTarget(
cmd,
depthAttachmentHandle.Identifier(),
RenderBufferLoadAction.DontCare,
RenderBufferStoreAction.Store,
ClearFlag.Depth,
Color.black,
descriptor.dimension);
context.ExecuteCommandBuffer(cmd);
cmd.Clear();
var drawSettings = CreateDrawRendererSettings(renderingData.cameraData.camera, SortFlags.CommonOpaque, RendererConfiguration.None, renderingData.supportsDynamicBatching);
if (renderingData.cameraData.isStereoEnabled)
{
Camera camera = renderingData.cameraData.camera;
context.StartMultiEye(camera);
context.DrawRenderers(cullResults.visibleRenderers, ref drawSettings, opaqueFilterSettings);
context.StopMultiEye(camera);
}
else
context.DrawRenderers(cullResults.visibleRenderers, ref drawSettings, opaqueFilterSettings);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
public override void FrameCleanup(CommandBuffer cmd)
{
if (depthAttachmentHandle != RenderTargetHandle.CameraTarget)
{
cmd.ReleaseTemporaryRT(depthAttachmentHandle.id);
depthAttachmentHandle = RenderTargetHandle.CameraTarget;
}
}
}
}