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using UnityEngine.Rendering;
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{
public class RenderOpaqueForwardPass : ScriptableRenderPass
{
const string k_RenderOpaquesTag = "Render Opaques";
FilterRenderersSettings m_OpaqueFilterSettings;
RenderTargetHandle colorAttachmentHandle { get; set; }
RenderTargetHandle depthAttachmentHandle { get; set; }
RenderTextureDescriptor descriptor { get; set; }
ClearFlag clearFlag { get; set; }
Color clearColor { get; set; }
RendererConfiguration rendererConfiguration;
public RenderOpaqueForwardPass()
{
RegisterShaderPassName("LightweightForward");
RegisterShaderPassName("SRPDefaultUnlit");
m_OpaqueFilterSettings = new FilterRenderersSettings(true)
{
renderQueueRange = RenderQueueRange.opaque,
};
}
public void Setup(
RenderTextureDescriptor baseDescriptor,
RenderTargetHandle colorAttachmentHandle,
RenderTargetHandle depthAttachmentHandle,
ClearFlag clearFlag,
Color clearColor,
RendererConfiguration configuration)
{
this.colorAttachmentHandle = colorAttachmentHandle;
this.depthAttachmentHandle = depthAttachmentHandle;
this.clearColor = CoreUtils.ConvertSRGBToActiveColorSpace(clearColor);
this.clearFlag = clearFlag;
descriptor = baseDescriptor;
this.rendererConfiguration = configuration;
}
public override void Execute(ScriptableRenderer renderer, ScriptableRenderContext context, ref RenderingData renderingData)
{
CommandBuffer cmd = CommandBufferPool.Get(k_RenderOpaquesTag);
using (new ProfilingSample(cmd, k_RenderOpaquesTag))
{
RenderBufferLoadAction loadOp = RenderBufferLoadAction.DontCare;
RenderBufferStoreAction storeOp = RenderBufferStoreAction.Store;
SetRenderTarget(cmd, colorAttachmentHandle.Identifier(), loadOp, storeOp,
depthAttachmentHandle.Identifier(), loadOp, storeOp, clearFlag, clearColor, descriptor.dimension);
// 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, renderingData.supportsDynamicBatching);
context.DrawRenderers(renderingData.cullResults.visibleRenderers, ref drawSettings, m_OpaqueFilterSettings);
// Render objects that did not match any shader pass with error shader
renderer.RenderObjectsWithError(context, ref renderingData.cullResults, camera, m_OpaqueFilterSettings, SortFlags.None);
}
context.ExecuteCommandBuffer(cmd);
CommandBufferPool.Release(cmd);
}
}
}