UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/Decal/DBuffer/DecalForwardEmissivePass.cs

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2024-10-27 10:53:47 +03:00
using System;
using System.Collections.Generic;
using UnityEngine.Experimental.Rendering;
using UnityEngine.Rendering.RenderGraphModule;
namespace UnityEngine.Rendering.Universal
{
internal class DecalDrawFowardEmissiveSystem : DecalDrawSystem
{
public DecalDrawFowardEmissiveSystem(DecalEntityManager entityManager) : base("DecalDrawFowardEmissiveSystem.Execute", entityManager) { }
protected override int GetPassIndex(DecalCachedChunk decalCachedChunk) => decalCachedChunk.passIndexEmissive;
}
internal class DecalForwardEmissivePass : ScriptableRenderPass
{
private FilteringSettings m_FilteringSettings;
private List<ShaderTagId> m_ShaderTagIdList;
private DecalDrawFowardEmissiveSystem m_DrawSystem;
private PassData m_PassData;
public DecalForwardEmissivePass(DecalDrawFowardEmissiveSystem drawSystem)
{
renderPassEvent = RenderPassEvent.AfterRenderingOpaques;
ConfigureInput(ScriptableRenderPassInput.Depth); // Require depth
m_DrawSystem = drawSystem;
profilingSampler = new ProfilingSampler("Draw Decal Forward Emissive");
m_FilteringSettings = new FilteringSettings(RenderQueueRange.opaque, -1);
m_ShaderTagIdList = new List<ShaderTagId>();
m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DecalMeshForwardEmissive));
m_ShaderTagIdList.Add(new ShaderTagId(DecalShaderPassNames.DecalProjectorForwardEmissive));
m_PassData = new PassData();
}
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
InitPassData(ref m_PassData);
UniversalRenderingData universalRenderingData = renderingData.frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = renderingData.frameData.Get<UniversalCameraData>();
UniversalLightData lightData = renderingData.frameData.Get<UniversalLightData>();
var param = InitRendererListParams(universalRenderingData, cameraData, lightData);
var rendererList = context.CreateRendererList(ref param);
using (new ProfilingScope(universalRenderingData.commandBuffer, profilingSampler))
{
ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(universalRenderingData.commandBuffer), m_PassData, rendererList);
}
}
private class PassData
{
internal DecalDrawFowardEmissiveSystem drawSystem;
internal RendererListHandle rendererList;
}
private void InitPassData(ref PassData passData)
{
passData.drawSystem = m_DrawSystem;
}
private RendererListParams InitRendererListParams(UniversalRenderingData renderingData, UniversalCameraData cameraData, UniversalLightData lightData)
{
SortingCriteria sortingCriteria = cameraData.defaultOpaqueSortFlags;
DrawingSettings drawingSettings = RenderingUtils.CreateDrawingSettings(m_ShaderTagIdList, renderingData, cameraData, lightData, sortingCriteria);
return new RendererListParams(renderingData.cullResults, drawingSettings, m_FilteringSettings);
}
private static void ExecutePass(RasterCommandBuffer cmd, PassData passData, RendererList rendererList)
{
passData.drawSystem.Execute(cmd);
cmd.DrawRendererList(rendererList);
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
using (var builder = renderGraph.AddRasterRenderPass<PassData>(passName, out var passData, profilingSampler))
{
UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
UniversalRenderingData renderingData = frameData.Get<UniversalRenderingData>();
UniversalCameraData cameraData = frameData.Get<UniversalCameraData>();
UniversalLightData lightData = frameData.Get<UniversalLightData>();
InitPassData(ref passData);
var param = InitRendererListParams(renderingData, cameraData, lightData);
passData.rendererList = renderGraph.CreateRendererList(param);
builder.UseRendererList(passData.rendererList);
UniversalRenderer renderer = (UniversalRenderer)cameraData.renderer;
builder.SetRenderAttachment(resourceData.activeColorTexture, 0, AccessFlags.Write);
builder.SetRenderAttachmentDepth(resourceData.activeDepthTexture, AccessFlags.Read);
builder.SetRenderFunc((PassData data, RasterGraphContext rgContext) =>
{
ExecutePass(rgContext.cmd, data, data.rendererList);
});
}
}
}
}