UnityGame/Library/PackageCache/com.unity.render-pipelines.universal/Runtime/Passes/TransparentSettingsPass.cs
2024-10-27 10:53:47 +03:00

48 lines
1.8 KiB
C#

using System;
using UnityEngine.Rendering.Universal.Internal;
namespace UnityEngine.Rendering.Universal
{
/// <summary>
/// Applies relevant settings before rendering transparent objects
/// </summary>
internal class TransparentSettingsPass : ScriptableRenderPass
{
bool m_shouldReceiveShadows;
public TransparentSettingsPass(RenderPassEvent evt, bool shadowReceiveSupported)
{
profilingSampler = new ProfilingSampler("Set Transparent Parameters");
renderPassEvent = evt;
m_shouldReceiveShadows = shadowReceiveSupported;
}
public bool Setup()
{
// Currently we only need to enqueue this pass when the user
// doesn't want transparent objects to receive shadows
return !m_shouldReceiveShadows;
}
[Obsolete(DeprecationMessage.CompatibilityScriptingAPIObsolete, false)]
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
// Get a command buffer...
var cmd = renderingData.commandBuffer;
using (new ProfilingScope(cmd, profilingSampler))
{
ExecutePass(CommandBufferHelpers.GetRasterCommandBuffer(cmd), m_shouldReceiveShadows);
}
}
public static void ExecutePass(RasterCommandBuffer cmd, bool shouldReceiveShadows)
{
// This pass is only used when transparent objects should not
// receive shadows using the setting on the URP Renderer.
MainLightShadowCasterPass.SetEmptyMainLightShadowParams(cmd);
AdditionalLightsShadowCasterPass.SetEmptyAdditionalLightShadowParams(cmd, AdditionalLightsShadowCasterPass.s_EmptyAdditionalLightIndexToShadowParams);
}
}
}